I want people to post issues and pulls that the player base and community should be made aware about. Make sure to make your github account and leave your feedback! I’ll be ensuring the survival of this thread through 5 day updates with a list of pulls and issues that I think are interesting that people should leave feedback and input on.
3 Likes
You want people to actually know about the stealth merges coders do all the time? you gonna start a war like that
3 Likes
Plumbing was the latest victim.
This thread is made because I browse things every once and awhile and personally I can’t believe that this pull got made
BeeStation:master
← zeskorion:theytookourjerbs
opened 07:28PM - 09 Apr 22 UTC
## About The Pull Request
silver extracts now only spawn 1 food or drink items,… instead of 5 to 6 items
silver extracts can no longer spawn gatfruit or roburgers
## Why It's Good For The Game
Xenobio shouldnt be able to walk into the bar with a bag of silver extracts and render the chef and bartender completely useless with a bit of plasma.
roburger nanomachines shouldnt be obtainable in reagent form, gatfruit can majorly throw off round balance if given to botany
## Changelog
:cl:
balance: silver extracts now only spawn one item
balance: silver extracts can no longer spawn gatfruit or roburgers
/:cl:
It’s a needless change that barely has any practical need to have happened in the first place, but yet got approved anyway. This might seem petty because I’ve personally commented on it but still, the reason that
Xenobio shouldnt be able to walk into the bar with a bag of silver extracts and render the chef and bartender completely useless with a bit of plasma.
The chef and bartender aren’t rendered useless, most of the ingredients and produce introduced still needs to be actually made into a meal or drinks. With the logic of overstating the usage of silver slimes, you should also be removing venders because they also render both jobs useless because why bother going up to the kitchen when you can go to the snack vender. The biggest thing I used silver slimes for as a bartender is for Gazzam, which requires peaches to make but I’ve only found two cans of peaches in over a thousand hours of playing. All Gazzam does is when you’re drunk enough it teleports you in a short range (almost in circles) and causes you to puke pink, still fun to give to people who like getting drunk and then seeing them teleport around the bar.
Another point is
roburger nanomachines shouldnt be obtainable in reagent form, gatfruit can majorly throw off round balance if given to botany
I’ll admit I didn’t really even know about the roburger nanomachines until seeing this pull, but the process of growing gatfruit relies on multiple things in order to happen. Gatfruit was a rare find in silver slimes, takes a botanist to not be lazy and grow it, and no matter what it takes like 20-30 minutes to grow. It’s far more common for miners to steal gatfruit seeds from living terrariums than it is to have gotten them from silver slimes, which again requires the miners to have find that shuttle and for the seed to have spawned. Which even that itself is easy to fix, put up a secure safe with the seeds inside of it or just have pod people spawn and a plant bag and have the seeds inside the bag (each pod person has randomized seeds).
But nope, one person see’s this as an issue and decides to completely gut a mechanic. Still can’t believed it got passed with the feedback it got and the valid points made.
5 Likes
People shouldn’t have to worry about stealth merges, it’s just sometimes ridiculous that the things put up for player input are things for sprite changes of all things instead of changes that remove features or mechanics.
Though I am going to try to make this thread both about highlights of things to look forward to as well as iffy judgements with changing things.
1 Like
silver extracts rarely throw out gatfruit or roburgers. On top of that, the frequency that I see chefs make absolutely no food over the course of an entire round, partly because botany refuses to make ingredients for them, is enough case for a xenobiologist to go over and spam some silvers for the good of the station.
Also
This is fairly true. While I would say its probably about 50/50, a bunch of the items produced are not completed food items. Not to mention some of the food items being inedible, like straight up poison berrys, or cake with an energy dagger in it.
I personally don’t think xenobio needs nerfs, but this is just a really weird aspect to nerf.
3 Likes
RKz
May 10, 2022, 6:25pm
7
How?
Its Zeskorion. Nearly all their PRs on the past few months have been either xenobiology nerfs or propping up their pet project Virology.
I’ll put my personal input on what I think up here, overall I like these changes. Been looking forward to Rukos changes for awhile and happy to be reading on their progress! One hot take I’ll add though is that the ultimate thing to slow down people just killing megafuana and never getting ores, is to remove the crusher kit completely and lock it behind in the vender (but that probably isn’t going to happen anytime soon.
I really love the upload overhaul, mostly like the posi-brain limitations, fully agree with limited people suiciding or cryoing from taking up ghost roles (though I still see people getting around this by hanging themselves in maintance), I love the rework idea for lawyers (needs some further tweaking though), and last thing to note is I don’t personally like removing the airborne transmission or the gondolapocket removal. I think gondolapockets should be moved over to being a low chance of being in the donkpocket crate, though the pull does have some valid points but gondola virus should be addressed instead of just the pockets.
Airborne transmission I upright think is stupid to remove, it’s a IRL mode of transmission and I think instead that medbay should be able to call different codes in responses to diseases, all it takes is inserting infected blood into the CMO announcement system and it’ll warn people everything about the disease, including what mode of transmission it has. Additionally, people’s internal boxes should be equipped with sterile masks and maybe even some kind of glove to help prevent touch based transmission.
10 May 2021 Things of note
BeeStation:master
← Rukofamicom:research-n-rewards
opened 04:48AM - 05 May 22 UTC
## About The Pull Request
#### Overhauls miner gear progression, specifically a… iming to lock the best gear behind mining points, while ensuring the starter progression available via research is still sufficient for mining ores and getting around without enabling the 20 minute all-tendrils and bosses speedruns.
There was also the issue of despite these speedruns, the point cost of the keys required to open every loot source on lavaland was only about 6000 points, give or take depending on the number of tendrils, so in addition to the direct miner progression above:
* Skeleton keys now cost 1200
* All boss loot chests are also locked now
This brings the total points required for all chest loot to ~10,000 for tendrils and another 7,200 for one of each boss. Due to the increased cost requirement, tendril chest loot has also been dramitically improved via the removal of "useless" pka mods, and the addition of a couple of previously removed items: The staff of storms, which can cancel ash storms, and the lava staff, which can remove lava obstacles. These two items were previously removed in part for being excessively dangerous, so they have been restricted to only working outdoors on lavaland.
## Why It's Good For The Game (Research and Points vendor)
Progression makes little sense right now. A plasma cutter is one of the best possible tools a miner can get for both mining and fast exploration of lavaland, but they're available right from the start of the game. By comparison, an AoE pka mod is locked behind advanced research - something which is comparable to a basic plasma cutter for mining, but much worse for exploration.
* PKA AoE mod breaks about six rocks per shot while mining a tunnel, but they're in a wide pattern which makes it slower for actually getting through to the other side of a rock and getting around in general.
* Basic plasma cutter breaks 7 rocks in a line, with a firing rate comparable to a pka that has not been speed modded.
* Hiero staff is often sought after immediately because it combines both of these abilities (and then some) together in one, and has similar use times to both as well.
* Advanced plasma cutter cuts 10 rocks per shot and fires so fast you can just continually walk without stopping.
I conclude that this is change which will not majorly impact the ability for miners to gather ores and will only serve to discourage those that want to skip straight to exploring without needing to turn points in at all.
## Why It's Good For The Game (Necropolis Chests)
Players ignoring their obligations to go boss rush has been a problem since the dawn of lavaland. This is more or less the last ditch at forcing them to turn in some ores and contribute to the round. For players who regularly contribute their ores and gain points, this will have no meaningful impact on gameplay aside from slightly slowing down their access to the Hierophant staff.
Regarding non-boss chests: Nobody likes opening a chest and getting a pka mod disk, and they're immersion breaking to boot. PKA progression belongs in the hands of the miners and station, and not in lavaland chests, especially when a handful of players would prefer to ditch the weapon as soon as possible.
<!-- 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.
-->
## Testing Photographs and Procedure
<details>
<summary>Screenshots&Videos</summary>
Research from the science side
![image](https://user-images.githubusercontent.com/9547572/166860200-9e14a5bc-9b83-4b67-ac77-22fc520b70ed.png)
Gear available after basic mining research done
![image](https://user-images.githubusercontent.com/9547572/166860324-553d1f9d-a820-4936-ada9-91304d72adba.png)
Gear available after advanced mining research done
![image](https://user-images.githubusercontent.com/9547572/166860467-10cb6f23-34f5-421e-9f45-a23c4ca3d8d0.png)
Staff of storms being used on incorrect z-level, in a non-open space on lavaland and then out in the open, respectively
![image](https://user-images.githubusercontent.com/9547572/166875950-668ffc69-e3b8-4b4b-b8bd-0dbc0bc3f89b.png)
![image](https://user-images.githubusercontent.com/9547572/166875968-fa193044-a671-40e4-aec5-701dc25e75c2.png)
![image](https://user-images.githubusercontent.com/9547572/166876000-b242abc4-d2f7-41f6-81d2-5bb740402f84.png)
![image](https://user-images.githubusercontent.com/9547572/166876377-2bcc6b9d-4643-43d2-9371-6996e9e84d70.png)
Staff of lava with similar:
![image](https://user-images.githubusercontent.com/9547572/166883778-caffade9-5a99-4f8d-a5df-9332afdfc21a.png)
![image](https://user-images.githubusercontent.com/9547572/166883981-8c9b3027-c343-46e7-8539-9a3d92f8129c.png)
![image](https://user-images.githubusercontent.com/9547572/166884361-56c55aeb-4b6e-49cb-aa76-e27369277c62.png)
![image](https://user-images.githubusercontent.com/9547572/166884540-37d9e3b4-0ba4-4245-ab89-42bab3a4ab76.png)
Boss chests:
![image](https://user-images.githubusercontent.com/9547572/166876877-cde15e81-afe3-49cb-a1de-0150b9ba7371.png)
![image](https://user-images.githubusercontent.com/9547572/166876907-3d325997-1cce-4c85-ae18-098624e7237f.png)
![image](https://user-images.githubusercontent.com/9547572/166876936-79a31148-17fe-4ee7-b8bb-b00d213dbde7.png)
![image](https://user-images.githubusercontent.com/9547572/166876968-a8872f10-2807-4384-855a-e99f0bf2c899.png)
![image](https://user-images.githubusercontent.com/9547572/166876979-2873f6e0-7578-46d9-94e3-245c8428e572.png)
![image](https://user-images.githubusercontent.com/9547572/166876996-8e8f6879-2eee-466a-9dd7-1e497990250d.png)
</details>
## Changelog
:cl:
tweak: basic mining satchel now holds up to 250 ores, 5x more than it previously could
tweak: Mining vendor now has both varieties of plasma cutter as well all but three of the PKA mods, including most which were previously only available through tendril loot
balance: Mining research no longer includes plasma cutters. Mining AoE PKA mod is now part of basic research instead of advanced, and the repeater and complete AoE mods are now part of advanced research.
balance: Tendril chests now have a much higher chance to award desirable loot - all PKA mods except the lifesteal crystal have been removed from tendril chests. Overall these mods made up 40% of the drop table, so keys have been increased about 40% in price to compensate.
tweak: PKA Lifesteal crystal no longer has a capacity cost to equip - no more rearranging mods to make room for it
tweak: Megafauna now drop locked chests with their primary loot inside of it, in addition to their pile of ores. Ash Drake armor is now included in the Ash Drake drops, and crafting it is only possible for Ashwalkers who stumble onto the corpse.
tweak: Megafauna now always drop one crusher trophy, regardless of how they were killed, as a part of their chest loot.
add: Staff of storms and Staff of lava are now available as tendril loot, but they may only be used on lavaland.
/:cl:
BeeStation:master
← Rukofamicom:Crusher-colossus
opened 08:10AM - 04 May 22 UTC
## About The Pull Request
The kinetic crusher is a higher risk, higher reward t… ype of weapon... unless you get the hierophant trophy for it and then it just becomes an easy way to cheese every mob on lavaland. This change keeps the Crusher's status as a high risk high reward weapon by changing the extremely busted wall into an offensive, homing chaser attack.
However, that extremely busted wall was unfortunately the only way to reasonably engage the colossus who could randomly shotgun blast you into crit with some bad RNG. Its attack timings were random as well as its attack choice. I have changed the attack pattern of the colossus as well as giving it a new grand finale attack with more oomph.
All attacks will finish with the colossus shouting a keyword which will indicate what the next attack will be, and that attack will occur after three seconds have passed. *The first attack when aggroing a colossus will always be the previously telegraphed attack, and it will not delay to prevent cheesing by running out of aggro range between every attack*.
* Spiral or double spiral: `Judgment` (20-40% chance to occur depending on missing HP, always first attack on initialization)
* Ring: `Wrath`
* Shotgun: `Retribution`
* Alternating: `Lament`
* Finale Attack: `Die..` (also repeated during the attack's 15 second cooldown)
Finale Attack is **not intended to be dodged between as other attacks are**
I encourage you to view the attack videos hidden under the testing and videos section
It is:
* 6 shotgun blasts with a few extra projectiles in random directions. Each blast has a progressively shorter delay (1s, 0.9s, 0.8s, 0.7s, 0.6s. 0.5s). The colossus will shout `Die!` for each of these. There are also a few random direction projectiles scattered in, which gives the illusion of this being a very unlucky ring attack with several spikes focused on the current target.
* A sustained spray of projectiles in random directions for about 14 seconds. There is no speech for these.
* Three final rings, with progressively *longer* delays as the colossus tires out. The Colossus will shout "Die.." for each of these, and it is a signal that it is safe to approach for finishing off
* Finally, the colossus will.. do nothing, except cry "Die.." five more times across 15 seconds, after which point the attack will repeat if there is still a valid target to kill.
## Why It's Good For The Game
* Crusher wall is absolute cheese, and also doesn't fit the crusher theme even if were balanced
* Colossus is probably the least fun boss to fight due to a mixture of inconsistent attack speed and inability to calculate a response to its attacks
* Colossus is the most epic of the boss fights and deserves to go out with a bang
<!-- 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.
-->
## Testing Photographs and Procedure
### All attacks in order.
https://imgur.com/a/W9iJvsN
### Cheated fight video for a better example
https://www.youtube.com/watch?v=-QM7tnzoxzk
### Crusher with chasers
https://user-images.githubusercontent.com/9547572/167265201-c6ec927b-6e2e-4623-bdca-f8c877607184.mp4
## Changelog
:cl:
balance: Crusher hierophant trophy is now a homing projectile that can hit multiple times instead of a cheesy wall that turns our mob AI into window-licking morons.
tweak: Colossus now telegraphs its attacks three seconds in advance by shouting one of five phrases: Judgment (Spiral or Double Spiral), Wrath (Ring), Retribution (Shotgun) and Lament (Alternating 4).
Add: Adds a new attack to the colossus which it is guaranteed to use at under 10% HP, telegraphed by "Die..".
/:cl:
BeeStation:master
← Rukofamicom:gateway-mining
opened 11:54PM - 03 May 22 UTC
## About The Pull Request
* Replaces the unused smelting room on lavaland with … a gateway room
* Adds gateway access to shaft miners
* Provides miners access to some discovery scanners in case they feel like being especially helpful
* Loosely accommodates "public" mining by providing some extra, but inferior mining gear on the lavaland side of the gateway.
* Swaps around several of the starting kits for miners a bit
**Asteroid Miner Kit:**
For the miner that wants to vibe on asteroids
* Mining Hardsuit
* O2 Tank
* GPS
* Fulton Beacon
* Fulton (3 uses)
**Crusher Kit:**
For the warrior
* Kinetic Crusher
* Pocket Extinguisher
**Survivalist Kit**
For the Miner that really likes not dying
* Outpost Capsule (The large one with four buildings, including a sleeper)
* Wormhole Jaunter
* Stabilizer for regenerative cores
**Minebot Kit**
For the miner with no friends
* Mining bot
* Welding Tool
* Welding mask
* Minebot mod for walking through the mob
* Minebot sentience mod
**Miner Conscription Kit**
For the miner with a friend
* Dufflebag
* Pickaxe
* Resonator
* Mesons
* Mining scanner
* Ore bag
* Explorer suit
* Cargo encryption key
* Explorer Gas Mask
* Mining Access Card
*Note: The tiny two-tile closet on the lavaland base has been removed to prevent weird double walls. The only thing it had in it was a water tank (now in the gateway room) and a heater (now in the atmos room)*.
*Additional note: To prevent a repeat of past mistakes, ashwalkers and megafauna are forbidden from gateway access on the lavaland side*
## Why It's Good For The Game
One of the biggest complaints by miners who oppose being forced to turn in ores is the amount of time wasted traveling to and from the station. This allows instant travel to and from the station, at the cost of a longer walk to turn in your ores instead.
Asteroid miner kit helps keep the shuttle relevant and adds another option for roundstart miners, especially those who just kinda like to chill instead of facing anything challenging.
Smelting room is unused, so nothing of value is lost by replacing it
Gateway content has been unused for so long, and with no plans to make use of them on the horizon I think it is safe to call "abandoned" content.
<!-- 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.
-->
## Testing Photographs and Procedure
![image](https://user-images.githubusercontent.com/9547572/166599065-2534f588-9c09-4403-b4ec-b6f177f4d4cc.png)
![image](https://user-images.githubusercontent.com/9547572/166599220-d903038c-aeee-461e-9fbf-8fd6a83aaf22.png)
![image](https://user-images.githubusercontent.com/9547572/166649272-cca087e0-788b-49be-ba76-67fc87f7c10b.png)
![image](https://user-images.githubusercontent.com/9547572/166852093-37c98bf1-0bd1-4a33-865d-0952c6ae08ae.png)
(lowercase g in `gateway` on this last message now)
![image](https://user-images.githubusercontent.com/9547572/167262868-03cb6fb4-2a7f-43b2-b242-f4b42ae84891.png)
![image](https://user-images.githubusercontent.com/9547572/167262883-6a2c5ad8-072d-45ce-bb25-c210b16119a2.png)
![image](https://user-images.githubusercontent.com/9547572/167262900-fea2a633-7d73-4dda-b921-99953047b520.png)
![image](https://user-images.githubusercontent.com/9547572/167262912-9282a354-50c1-4446-9af8-795fb6d5aa1a.png)
(inside of conscription kit bag)
![image](https://user-images.githubusercontent.com/9547572/167262937-bbc1c68d-7742-46ec-b04d-33239061f3e0.png)
![image](https://user-images.githubusercontent.com/9547572/167262959-a4e92257-05f4-4a39-9d48-9cf4ee759548.png)
## Changelog
:cl: PerishedFraud, Rukofamicom
add: Station gateways have been adapted for use by Shaft Miners. The old smelting room has been demolished to make for faster travel between station and lavaland, and miners will find that they now have gateway access. The mining shuttle remains available for asteroid mining or just if you feel like being old fashioned.
tweak: Gateways no longer have a delay to start and no longer check a config file for that delay. Station and lavaland gateways both require power and to be turned on (which they are at roundstart) to function. Currently unused away mission gates bypass this requirement and will still allow one-way transport back to the station.
remove: survivalist webbing and resonator kits
tweak: All miner kits aside from the crusher kit have been slightly enhanced and/or renamed.
/:cl:
BeeStation:master
← bluezorua:gondola-pockets-removal
opened 03:17PM - 05 May 22 UTC
## About The Pull Request
Title, also decreases price to compensate
## Why… It's Good For The Game
Gondolas are a source of unfun round removal, they should not be able to be mass produced roundstart, while it does pretty much prevent a method of generating cash from cargo I do not mind it since I dislike methods of generating cargo credits that do not require external help
<!-- 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.
-->
## Testing Photographs and Procedure
<details>
<summary>Screenshots&Videos</summary>
Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags.
</details>
## Changelog
:cl:
del: Gondola Pockets from the cargo donkpocket variety crate
tweak: cargo donkpocket variety crate's price has been decreased to 1.5K credits
/:cl:
BeeStation:master
← Penwin0:upload
opened 12:19PM - 03 May 22 UTC
# About The Pull Request
### Main Changes:
A Randomly generated code is now… required for editting silicon laws, this code can be acquired via the Robotics Management Console in the RDs office, with proper access the process is quick and gives no warning, if attempted without proper clearance the intrusion will be notified and the location of the console revealed, plan accordingly.
When changing laws you will be prompted for the code, upon entering the correct one the law will be uploaded as usual.
After the upload you get the option to scramble the upload code forcing anyone who wants to change laws again to acquire the new code from the Robotics console (To prevent ping pong and allow a crew aware of subversion to wrestle back control of the AI).
### Misc Changes:
- Robotics Management Console now requires RD access to operate.
- Capitalizes cyborg uploads.
### So I'm a baddie how do I change laws?
You have two basic choices
#### Stealth:
You can attempt to acquire RD access via charisma, assasination, theft... and then steal the code while nobody is looking and keeping the code unscrambled for if you require further changes, the crew won't be immediatly aware of your subversion.
#### Loud:
On gamemodes like cult or revolution if your team has a firm grip over Science you can acquire the code without RD access and then scramble it after a law change, everyone will know, but if the crew wants to reestablish control of the AI they'll have to find a way to get the new code.
I am open to any and all feedback and will make changes if necessary, it is to note that my experience with DM is limited so there may be some shitcodey/hacky things in the PR but that's what maintainers are for. Thanks for Reading
## Why It's Good For The Game
You need to put a bit more effort into subverting the AI than just printing a board now.
Harder to silently subvert one of the most powerful beings on the station.
Offers a solution for constant law ping pong.
<!-- 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.
-->
## Testing Photographs and Procedure
<details>
<summary>Screenshots&Videos</summary>
![Screenshot_1046](https://user-images.githubusercontent.com/53474257/166445425-40d9d9de-181d-40aa-990c-d1e1a8c79853.png)
![Screenshot_1047](https://user-images.githubusercontent.com/53474257/166445642-6a835ffd-c067-4c3d-b12d-d614149d0967.png)
Codes are assigned properly across all uploads even when there are no existing ones or some got deleted mid-round.
Github seems to have destroyed the image quality.
</details>
## Changelog
:cl:
add: A code acquired from the robotics management console is now needed for law changes.
add: Silicon Uploads are now trackable by the Robotics Management Console.
tweak: Cyborg uploads are now Capitalized.
balance: RD access is now required for the robotics management console.
/:cl:
BeeStation:master
← Ivniinvi:bositrons
opened 01:53PM - 04 May 22 UTC
## About The Pull Request
Any given user may now only spawn as a positronic bra… in once per round.
## Why It's Good For The Game
"Hmm, this new borg has the exact same custom/static name as the previous one, I'm sure nothing bad happened to them"
Adds weight to dying as a borg, instead of "time for my next free respawn lol", and curbs chaining posis and instantly avenging your death/killing antag/etc.
<!-- 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.
-->
## Testing Photographs and Procedure
Tested and functional.
## Changelog
:cl:
tweak: Players are now limited to one positronic brain per round.
/:cl:
opened 10:06PM - 17 Apr 22 UTC
Players who suicide or ghost should not be able to roll for the antag popup mess… ages for a certain amount of time.
Players should not be able to suicide as soon as nuke ops is declared to attempt to role antags.
BeeStation:master
← Rukofamicom:Standard-issue
opened 11:28AM - 26 Apr 22 UTC
## About The Pull Request
![image](https://user-images.githubusercontent.com/… 9547572/165305853-abc795a0-f203-45d7-8250-71965a6f4ec2.png)
![image](https://user-images.githubusercontent.com/9547572/165416316-8fbdb45d-298d-4dd9-8e4d-78275ef02b85.png)
All heads may acquire their PTSD by checking their locker for it, except for the HoS who starts the round with PTSD regardless of choice. The Captain and HoS may also find that their full size Energy Guns have been swapped out for PTSD (Not their unique guns, they still have these) and the other heads will find that their telescopic batons are no longer capable of inflicting stamcrit. Telescopic batons are still useful for tripping and disarming.
The gun in question is a modified version of the HoP's existing miniature energy gun. Modifications include 3 fewer disabler shots per charge and slow self-charging capabilities at the expense of being able to use recharging stations. Additionally this adds and evenly spreads some additional equipment which will be desirable theft targets for antagonists, especially if any specific heads of staff are missing and their locker is unguarded.
<details>
<summary>Full description of the gun</summary>
Has a flashlight built in, 12 disabler shots per full charge, 6 lethal shots per full charge, 120 seconds to reach full charge (regaining 2 disabler or 1 lethal every ten seconds). The gun may not use recharges and must slowly recharge on its own.
</details>
## Why It's Good For The Game:
Even with most shifts being canonically peaceful, Nanotrasen is well aware that it does have enemies and it makes sense that all upper level members of staff would be issued a small arm for self-defense. This helps bring the heads of staff that otherwise only really had a baton before (CE, CMO, RD) up to a more reasonable level of self-defense.
The telescopic baton has has lost its ability to inflict stamcrit to make up for the increased overall firepower. However this also means that heads can no longer keep someone in stamcrit indefinitely since the gun quickly runs out of charge which better reinforces that both tools are for defensive use, not offensive. Baton is still useful for tripping and disarming for those robust enough to target limbs with it, and its description has been updated to make its capabilities more intuitive to those who inspect it.
It also helps bring the Captain and HoS starting power level down to a more reasonable level without forbidding them from access to their literal starting equipment and it gives antagonists a new avenue to acquire some basic and concealable weaponry, and while it has limited uses, they won't have to find a sneaky way to charge or reload.
<!-- 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.
-->
## Testing Photographs and Procedure
<details>
<summary>Screenshots&Videos</summary>
Weapon performs as described: 12 disabler, 6 lethal, no visual bugs when ammo is empty regardless of what combination of shots is used, recharges once every 20 seconds. Flashlight works.
Weapon appropriately spawns in all five lockers it is supposed to and in the suit slot of the HoS.
</details>
## Changelog
:cl: Buggy123, St0rmC4st3r, Rukofamicom
add: Adds PTSD - a slightly modified version of the miniature energy gun with 3 fewer disabler shots per charge, but the ability to fully recharge itself in 120 seconds.
balance: All heads of staff can now pick up PTSD at the start of the round by checking their lockers, except for the HoS who starts with PTSD whether they want it or not.
balance: The HoS and Captain no longer have roundstart access to a full size energy gun due to acquiring PTSD. They do still have their unique weapons.
balance: To make up for the increased firepower, the telescopic baton is no longer deals stamina damage, except when targeting arms. It is still effective for tripping and disarming, but not locking someone down in place indefinitely.
/:cl:
BeeStation:master
← LemonLimeSoda:internalAffairsAgents
opened 03:45AM - 13 Apr 22 UTC
## About The Pull Request
Corporate Affairs Agents (CAAs)
- replaces lawyers… (although in the code some items and the like will be referred to as lawyer things)
- manage HR, take care of complaints and disputes between people
- have basic access to all departments
- spy on people
- report space law/SOP violations to security or the respective department head
- launch investigations to resolve complaints & disputes (NOT crime scene investigations)
- attempt to resolve the complaints/disputes with the people involved first
- then take it to the department head
- then take it to the captain
- then take it to CC via fax machine
- advanced sunglasses, in addition to an all black tux outfit
- MiB/CIA agent themed
- get the galactic uncommon language at the start of the round
- start mindshielded, can't be antag
- beyond the chain of command
the fax machine sprite was taken from paradise, which in turn came from oraclestation.
the pr also splits bridge access off ACCESS_HEADS into its own thing (for the sake of letting the CAA enter the bridge without comms console access/the ability to swipe red alert)
## Why It's Good For The Game
currently, lawyers don't have much to do. they have no power, as any security officer or head of staff can shut them down instantly. trials are few and far in between.
CAAs replace lawyers with the intent of acting as a counterweight for shitseccery and bad command (by being outside the chain of command), as a way to help bring light to departmental issues to heads of staff, a role to act as an hr department to settle disputes between people, and to act as a sort of corporate representative who can contact central command when the need arises.
additionally, several admins and players have voiced their support for the replacement.
a wiki page is currently in the process of being written.
<!-- 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.
-->
## Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>
![iaa_office](https://user-images.githubusercontent.com/35978630/163095859-2c4b295b-e278-4503-970c-ed6c31148a0d.png)
![iaa_faxing](https://user-images.githubusercontent.com/35978630/163095870-6a8d72df-4b28-4d14-8061-66e9bdda45ea.png)
![iaa_hud](https://user-images.githubusercontent.com/35978630/163095882-678aa18f-6521-460a-8a9b-6e45436dfe68.png)
![image](https://user-images.githubusercontent.com/35978630/163248400-f0230d2e-1a54-4e3e-b272-cdd06f20757f.png)
![image](https://media.discordapp.net/attachments/801432004058939422/964265425879834704/unknown.png)
</details>
## Changelog
:cl: LemonLimeSoda, ImSynthex
add: Adds the Corporate Affairs Agent, a corporate representative and human resources job
add: Adds fax machines, which can be built with circuits from the sec techfab. They send messages to CentCom and can be emagged to send messages to the Syndicate. One starts in the CAA office
imageadd: Adds sprites for fax machines and the CAA's sechud icon, as well as several CAA items (ID, PDA, headset, encryption key) (Courtesy of ImSynthex)
tweak: Renames law offices to corporate affairs offices
tweak: Renames several clothing items to accommodate for the job
tweak: Splits bridge access off of head of staff access - now there is access to let you into the bridge without allowing you to use the comms console/swipe red/etc.
del: Removes lawyer from roundstart jobs
/:cl:
BeeStation:master
← zeskorion:noair
opened 03:36AM - 07 Apr 22 UTC
## About The Pull Request
Airborne disease transmission has no counterplay othe… r than having a medhud or activating internals as soon as you hear coughing. This pr removes airborne transmission, and changes transmission values (blood is now 5 or under, fluids is 6 to 10, and contact is 11+)
This does not remove airborne transmission from simple viruses (fungal tuberculosis and the like)
## Why It's Good For The Game
airborne transmission has no counterplay, and many symptoms have interesting spread methods that are ignored in favor of standard airborne viruses. This should make contagious viruses less cancerous
## Changelog
:cl:
del: advanced diseases can no longer have airborne spread
balance: Disease transmission has been changed, check the wiki
/:cl:
BeeStation:master
← Ivniinvi:masterantag
opened 06:12AM - 13 Mar 22 UTC
## About The Pull Request
Adds a series of Antagonist Mastery achievements:
Sy… ndie Supreme: Possess all other antagonist mastery achievements.
Area 51: As an Abductor, double your experimentation goal.
No Strain Train: As a Blob, reach critical mass without changing strain.
Brother from Another Mother: As a Blood Brother, complete your objectives and escape with all of your teammates.
Pretender to the Armchair: As a Changeling, escape as the Captain or Acting Captain.
Engine of Destruction: As a Clockwork Cultist, successfully open the Ark after elevating to Delta Alert before the one hour mark.
Another Day, Another Eldritch God: As a Blood Cultist, summon Nar'Sie before the one hour mark.
Drive Thru Heresy: As a Heretic, achieve ascension before the one hour mark.
One Nice Stand: As a Guardian, assist your master in completing their objectives.
Mission: Impossible: As an Incursionist, complete your objectives and escape with all of your teammates.
I Call Shogun: As a Space Ninja, complete your objectives and escape alive.
Cool Guys Don't Look At Explosions: As a Nuclear Operative, destroy the station and escape with all of your teammates.
The Best Pirate I've Ever Seen: As a Space Pirate, steal two hundred thousand credits of loot and survive until the end of the round.
DiCaprio Jr.: As a Revenant, steal one thousand essence points and survive until the end of the round.
Make Love Not War: As a Head Revolutionary, overthrow the Heads of Staff with all Head Revolutionaries and Heads of Staff alive.
Breakfast of Champions: As a Space Dragon, eat all of the Heads of Staff and survive until the end of the round.
Bad Ass Syndie: As a Traitor, accomplish your objectives without spending any Telecrystals.
Bad Ass Nukie: As a Lone Operative, destroy the station without spending any Telecrystals.
Penned and Told: As a Wizard, complete your objectives without buying any spells.
Outbreak Prime: As a Xenomorph, arrive at CentCom on an escape shuttle that contains no living non-xenomorphs.
All achievements in this category award 400 BeeCoins, except for Syndie Supreme, which awards 20,000 BeeCoins.
## Why It's Good For The Game
A reward for players who show high degrees of skill at some of the most demanding and challenging positions in the game is pretty neat.
None of these achievements require you to sabotage or work against a team antag goal.
None of these achievements require you to significantly deviate from a normal playstyle of the antagonist in question.
<!-- 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.
Also put closed issues under this tag, if any. Format is as follows(must be lowercase):
closes #123456789
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## Testing Photographs and Procedure
<!--
Include any screenshots, videos, etc. of you testing your code with it successfully functioning.
Ideally testing should cover:
Intended use cases(IE: if you are making a shotgun, test it as you intend for it to be used.)
Potential edge cases(IE: try loading different ammo than you designed for into the shotgun.)
Please include the steps you went through for the testing(videos are exempt so long as we can see everything being done in frame). Said steps can also help us help you with any issues you encounter during development.
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<details>
<summary>Screenshots&Videos</summary>
Put screenshots and Videos documenting testing and execution of intended behaviors here
</details>
## Changelog
:cl:
add: Twenty new Antagonist Mastery achievements. Ranging from difficult to almost-impossible, these achievements will test your skill in some of the game's most challenging positions!
/:cl:
3 Likes
Smujge
May 10, 2022, 6:37pm
11
anon94129262:
to I dont know produce holy water or something.
They can produce holy water flasks.
Also a lesser known fact about roburgers is that there are actually two types, the regular roburger and the massive roburger. Grinding a massive roburger gave you somewhere around 70u of nanomachines, which was enough to borg the entire station, especially when combined with virus food for near instant transformations.
You could also easily mass-produce food to the point that getting several roburgers was practically inevitable, although obtaining gatfruit was still rather unreliable.
Fair point about roboburgers, then I would’ve been fine with those removed. But that doesn’t justify making a slime extract almost functionally dead.
taylor
May 10, 2022, 6:50pm
13
It scares me and i’m a QM main
3 Likes
RDS88
May 10, 2022, 8:04pm
17
The point I made against it is that a borg can be cloned, so you have
A chemical that can be obtained rarely that temporarily removes your carbon-ness but still leaves you able to do most things depending on module, with the ability to return to human later.
Vs
A chemical that can be obtained very consistently that deletes your brain and turns you into a slime with a rarer cure than the previous one, leaving you completely unable to play the game, rendering you near enough unrevivable, and letting them stuff you in a slime processer and permenantly roundremove you.
2 Likes
Smujge
May 10, 2022, 8:30pm
18
Yeah the only nerf advanced mutation toxin has gotten was only allowing to produce grey slimes, so now it exists purely as near-guaranteed round removing weapon. Let’s also not forget that advanced mutation toxin has the rarest cure when compared to nanomachines or tranquility, frost oil.
All three of the transforming chems I mentioned above result in a “I have no mouth but I must scream” scenario, even nanomachines. When you become a borg through nanomachines, you’re automatically given crewsimov, and law three prevents you from just going to robotics and having your brain yanked out of your shell, otherwise you risk getting bwoinked.
1 Like
Looking forward for a lot of them tbh, there’s so many QoL and new stuff that would be nice, i think this thread is nice to comment and give some feedback (if the issuer checks forums) since not everybody uses GH to comment (and there’s a tendency on some people that don’t even play bee anymore to shut down anything lmao)
Doe
May 10, 2022, 9:15pm
20
prickly_tomato:
stealth merges
“Stealth merges”
It’s a motherfucking public repository AND there’s even an automated channel on the Discord that reposts every single action.
7 Likes
RDS88
May 10, 2022, 10:22pm
21
I wonder if you set up a tape recorder to law 2 your future self to go get cloned would that work?
Per Ike:
PR Votes are non-binding. Codeowners are allowed to unilateraly change things. Cope.
Also this thread kinda reads like an attempt to stir up shit outside of github, which if you want to voice your opinions on changes, is basically useless since that’s not in direct sight of contributors on GH.
2 Likes
from everything I’ve seen, it doesnt matter even then. Coders will change whatever they want to change regardless of playerbase opinions.
3 Likes
They’re still more likely to see it and address your concerns rather than making changes that leave you asking questions.