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Upstream Merge 02-12-25 #85

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merged 86 commits into from
Feb 14, 2025

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angelofallars
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No merge conflicts, yay!

dootythefrooty and others added 30 commits February 7, 2025 11:12
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# Description


---
Revamped the AI core in Glacier as well as added some holopads. Placed
down a NTR office, 'cuz why not.
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<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/4eaeaa67-3a3f-4924-9484-66b1898af9e0)


![image](https://github.com/user-attachments/assets/ac43af89-842f-4ebf-a755-3b05eadb5ccc)


</p>
</details>

---

# Changelog

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:cl:
- add: Holopads are now in Glacier.
- add: Nanotrasen Representatives and Blueshield Officers now both have
an office in Glacier. One slightly better than the other.
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# Description

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Ports the "Bagel Station" map, adding all the things needed to work on
EE

---

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# Media

MapRender is not working :(

---

# Changelog

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:cl: Ichai
- add: Bagel Station added to the rotation.
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# Description

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Added 4 new law boards for AI:

1- NT Agressive
2- Quarantine
3- CCTV
4- TYRANT

Now the AI ​​can see through Borg and has become a target for the Ion
Storm

---

# Changelog

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:cl: Ichai
- add: Added 4 law boards to the game: NT Agressive, Quarantine, CCTV
and TYRANT to the AI
- tweak: AI can see through borgs
- tweak: AI is now affected by ion storm

---------

Signed-off-by: Ichaie <167008606+Ichaie@users.noreply.github.com>
🆑
- fix: Salvage vendors will no longer accept any inputs to buy an item.

Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
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# Description

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The dwarf species has not been enabled in however long, removed them
from the guidebook as they are no longer relevant. Use custom species to
make a dwarf.


---

# Changelog

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:cl:
- Remove: Dwarves from guidebook, begone beer boy.
# Description

If a damageable entity gets hit three times in a quick succession, it
will get stuck slightly red. This effect is clientside-only, but will be
present on all clients that had this happen in their PVS range.
Presumably this was happening because TryComp returns the requested
component even if it's shut down and is about to be removed.

---

# TODO

- [ ] Find a way to cope with the mental illness this gave me

---

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

<details><summary>Before</summary>
<p>


https://github.com/user-attachments/assets/5f9a8510-8faa-49df-9cac-b9312e330f53

</p>
</details>

<details><summary>After</summary>
<p>


https://github.com/user-attachments/assets/f1d88ebb-3e6c-460d-b4cc-9e93918f1015

</p>
</details>

</p>
</details>

---

# Changelog

:cl:
- fix: Fixed damageable entities being stuck red after being damaged
several times in a quick succession.
# Description

Implements the softcrit functionality.
Similiar to critical state but spessmen will be able to communicate and
crawl around, but not pick up items.
Also supports configuring what is and isn't allowed in different
MobStates (per mob prototype): you can enable picking up items while in
softcrit so people can pick up their lasgun and continue shooting after
taking a 40x46mm to their ass cheeks from the guest nukies while being
dragged to safety.


![escape-from-tarkov-raid](https://github.com/user-attachments/assets/7f31702d-5677-4daf-a13d-8a9525fd3f9f)

<details> <summary><h1>Technical details</h1></summary>
New prototype type: "mobStateParams" (`MobStateParametersPrototype`)
Used to specify what can and can't be done when in a certain mobstate.
Of note that they are not actually bound to any `MobState` by
themselves. To assign a params prototype to a mobstate, use
`InitMobStateParams` in `MobStateComponent`.
It has to be a prototype because if I just did something akin to
`Dictionary<MobState, Dictionary<string, bool>>`, you'd have to check
the parent and copy every flag besides the one you wish to modify. That
is, if I understand how the prototype system works correctly, which I
frankly doubt. <!-- Working on softcrit made me hate prototypes. -->

MobStateComponent now has:
- `Dictionary<string, string> InitMobStateParams`, for storing "mobstate
- parameter prototype" pairs. `<string, string>` because it has to be
editable via mob prototypes. Named "mobStateParams" for mob prototypes.
- `public Dictionary<MobState, MobStateParametersPrototype>
MobStateParams` for actually storing the params for each state
- `public Dictionary<MobState, MobStateParametersOverride>
MobStateParamsOverrides` for storing overrides.
`MobStateParametersOverride` is a struct which mirrors all
`MobStateParametersPrototype`'s fields, except they're all nullable.
This is meant for code which wants to temporarily override some setting,
like a spell which allows dead people to talk. This is not the best
solution, but it should do at first. A better option would be tracking
each change separately, instead of hoping different systems overriding
the same flag will play nicely with eachother.
- a shitton of getter methods


TraitModifyMobState now has:
- `public Dictionary<string, string> Params` to specify a new prototype
to use.
- Important note: All values of `MobStateParametersPrototype` are
nullable, which is a hack to support `TraitModifyMobState`. This trait
takes one `MobStateParametersPrototype` per mobstate and applies all of
its non-null values. This way, a params prototype can be created which
will only have `pointing: true` and the trait can apply it (e.g. to
critstate, so we can spam pointing while dying like it's a game of turbo
dota)
- The above is why that wall of getters exists: They check the relevant
override struct, then the relevant prototype. If both are null, they
default to false (0f for floats.) The only exception is
OxyDamageOverlay, because it's used both for oxy damage overlay (if
null) and as a vision-limiting black void in crit..

MobStateSystem now has:
- a bunch of new "IsSomething"/"CanDoSomething" methods to check the
various flags, alongside rewritten old ones.
-
![image](https://github.com/user-attachments/assets/33a6b296-c12c-4311-9abe-90ca4288e871)
lookin ahh predicate factory

</details>
---

# TODO

done:
- [x] Make proper use of `MobStateSystem.IsIncapacitated()`.
done: some checks were changed, some left as they did what was (more or
less) intended.
<details>Previous `IsIncapacitated()` implementation simply checked if
person was in crit or dead. Now there is a `IsIncapacitated` flag in the
parameters, but it's heavily underutilized. I may need some help on this
one, since I don't know where would be a good place to check for it and
I absolutely will not just scour the entire build in search for them.
</details>

- [x] Separate force-dropping items from being downed
done: dropItemsOnEntering bool field. If true, will drop items upon
entering linked mobstate.
- [x] Don't drop items if `ForceDown` is true but `PickingUp` is also
true.
done: dropItemsOnEntering bool field. If true, will drop items upon
entering linked mobstate.
- [x] Actually check what are "conscious attempts" are used for 
done: whether or not mob is conscious. Renamed the bool field
accordingly.
- [x] Look into adding a way to make people choke "slowly" in softcrit
as opposed to choking at "regular speed" in crit. Make that into a param
option? Make that into a float so the speed can be finetuned?
done: `BreathingMultiplier` float field added.
<details>
1f is regular breathing, 0.25 is "quarter-breathing". Air taken is
multiplied by `BreathingMultiplier` and suffocation damage taken (that
is dealt by RespiratorSystem, not all oxy damage) is multiplied by
`1-BreathingMultiplier`.
</details>

- [x] make sure the serializer actually does its job
done: it doesn't. Removed.
- [x] Make an option to prohibit using radio headsets while in softcrit
done: Requires Incapacitated parameter to be false to be able to use
headset radio.
- [x] Make sure it at least compiles

not done:
- [ ] probably move some other stuff to Params if it makes sense. Same
thing as with `IsIncapacitated` though: I kinda don't want to, at least
for now.

---

<details><summary><h1>No media</h1></summary>
<p>

:p

</p>
</details>

---

# Changelog

:cl:
- add: Soft critical state. Crawl to safety, or to your doom - whatever
is closer.

---------

Signed-off-by: RedFoxIV <38788538+RedFoxIV@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
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# Description
Provides a guidebook entry for our giants and puts them on the list of
species. They've been here since the start, why the hell have they been
missing for so long?
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---



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</details>


# Changelog

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:cl:
- add: Oni Statistics, lore and information to guidebook
- add: Oni to species parent guidebook entry
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# Description

It's simple as it sounds, really. Adds part upgrading to these machines.
The experimental anomaly vessel becomes a stronger demon core every time
you upgrade it because I wanted to keep the "More Good but Dangerous"
motif and to keep it somewhat balanced...

---


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<p>

i don't feel like opening up OBS today...

</p>
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:cl:
- add: Added part upgrading to the artifact analysis machine.
- tweak: Tweaked default artifact analysis scan time to 40 seconds.
- fix: Fixed anomaly vessels not actually upgrading.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
# Description

Fixes inheritance on the industrial ore processor so that it correctly
inherits its recipes from the regular ore processor. Now you can make
Tungsten on your fancier ore processor with a material multiplier.

# Changelog

:cl:
- fix: Fixed industrial ore processor not inheriting its recipes from
the standard one. You are now able to make Tungsten Carbide on your
upgraded ore processor.
traits need to be updated with new "params"

@RedFoxIV
# Description
Howdy, y'all. I'd like to give special thanks to Qulibly, who originally
designed this shuttle. I'm posting an update to the Northway For EE
here: As of right now, I can't get FTL working, but everything else
works perfectly.

Northway low pop 25

I may make a station map for shipping ports for big ship expeditions.




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


![Northway-0](https://github.com/user-attachments/assets/7489f94d-31b6-4f8a-9c21-325d98f446fa)


</p>
</details>

---

# Changelog


:cl: Mike32oz, Qulibly
- add: Northway Map rotation pool.
- tweak: Northway For EE.
- remove: The pirate plundered her FTL Drive, but Northway's wings may
be clipped, but she is still flyable.
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Adds Lambda Station, a new High Pop map to the rotation!

---

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<p>

WARNING: The map image is an old version, I couldn't get a more updated
image due to problems with the render.

![Lambda-0](https://github.com/user-attachments/assets/c5b8fb56-a702-40be-bbcd-99efed141e0c)


</p>
</details>

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# Changelog

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:cl: Ichai
- add: added Lambda Station, a new High Pop map to the rotation!
- tweak: Added holopads in RadStation

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: stellar-novas <stellar_novas@riseup.net>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
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Adds 10 new Law Boards for AI

AI Please State Laws.

---

# Changelog

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:cl: Ichai
- add: Added 10 new Law Boards to the AI: Plasma Flood, Mother Drone,
Druid, Cowboy, Chaplain, Clown, Janitor, Engineer, Research and Medical.
# Changelog

:cl:
- fix: Fixed alerts being halfway down the screen

Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
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Before the Nanotrasen figured our microreactors, there were small
fission cells! These were, for inexplicable reasons, discontinued.
Still, the research is an essential step towards the microreactors we
know today.
The capacity of a micro-rtg is a bit lower than a microreactor, but not
by much. They take about a minute and a half to completely fill
themselves.
They also need one more sheet of uranium to make, which meant the lining
needed to be a bit thinner to still fit inside standard slots. So they
use a bit less glass and steel! Surely this has no negative
consequences.

When you're right up against a cell, it'll deal around ~0.1 radiation
damage. If you hold it, that goes up to 0.15.


---

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![image](https://github.com/user-attachments/assets/cdb2bdb5-a81a-487e-a8b2-8e3a68e199e7)

![image](https://github.com/user-attachments/assets/fb5272cb-f4e1-4cd6-a83e-92f255c20671)

![image](https://github.com/user-attachments/assets/d8bcf5a3-a7a6-4102-b793-16c610b62d63)


https://github.com/user-attachments/assets/dd0afce2-b613-4183-8296-8c86c4782407

</p>
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# Changelog

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:cl: Timfa
- add: Added micro radioisotope thermoelectric generators! They're
totally safe and fun for the family!
Copy link
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github-actions bot commented Feb 11, 2025

RSI Diff Bot; head commit f3ac53b merging into b1985a4
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi

State Old New Status
equipped-OUTERCLOTHING-harpy Modified
equipped-OUTERCLOTHING-unshaded-harpy Added
equipped-OUTERCLOTHING-unshaded Added

Resources/Textures/Mobs/Aliens/Xenos/rouny.rsi

State Old New Status
crit Modified
dead Modified
running Modified
sleeping Modified

Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi

State Old New Status
equipped-OUTERCLOTHING-unshaded-harpy Added
equipped-OUTERCLOTHING-unshaded Added

Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi

State Old New Status
equipped-OUTERCLOTHING-unshaded-harpy Added
equipped-OUTERCLOTHING-unshaded Added

Resources/Textures/DeltaV/Structures/Doors/Airlocks/Glass/roboticist.rsi

State Old New Status
assembly Added
bolted_unlit Added
closed Added
closed_unlit Added
closing Added
closing_unlit Added
deny_unlit Added
emergency_unlit Added
open Added
opening Added
opening_unlit Added
panel_closing Added
panel_open Added
panel_opening Added
sparks Added
sparks_broken Added
sparks_damaged Added
sparks_open Added
welded Added

Resources/Textures/DeltaV/Structures/Doors/Airlocks/Standard/roboticist.rsi

State Old New Status
assembly Added
bolted_unlit Added
closed Added
closed_unlit Added
closing Added
closing_unlit Added
deny_unlit Added
emergency_unlit Added
open Added
opening Added
opening_unlit Added
panel_closing Added
panel_open Added
panel_opening Added
sparks Added
sparks_broken Added
sparks_damaged Added
sparks_open Added
welded Added

Resources/Textures/Objects/Power/power_cells.rsi

State Old New Status
micrortg Added

Resources/Textures/Structures/Machines/artifact_analyzer.rsi

State Old New Status
panel Added

Resources/Textures/_DEN/Clothing/Head/Hats/seniortrooperhat.rsi

State Old New Status
equipped-HELMET Added
icon Added
inhand-left Added
inhand-right Added

Resources/Textures/_DEN/Clothing/Uniforms/Jumpsuit/seniortrooper.rsi

State Old New Status
equipped-INNERCLOTHING Added
icon Added
inhand-left Added
inhand-right Added

Edit: diff updated after f3ac53b

EctoplasmIsGood and others added 20 commits February 12, 2025 05:09
FIXED ARACHNE NOSLIP

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# Description

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Messed up last time and added "- type: NoSlip" to the dummy instead of
the actual player race, this fixes that.

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# Changelog

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:cl:
-fix: Fixed arachne noslip

---------

Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>
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This PR makes minor changes to the BoxStation map and increases the
minplayers to 35.

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![image](https://github.com/user-attachments/assets/cd09a8a8-d51a-4d42-a9d2-3fd3143f9401)

![image](https://github.com/user-attachments/assets/f3001832-bd90-4b4a-8b54-45795de7d62b)

![image](https://github.com/user-attachments/assets/c71a6f90-1756-43e9-814c-10686620df4b)

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# Changelog

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:cl: Ichai
- tweak: Box Station: gravity generator has been moved to engineering
and and the Vault was moved closer to the bridge.
# Description

Saltern's "Generator Room" had an empty Uranium crate, instead of a
filled one. This tiny one-line fix replaces the spawn for it with a
filled uranium crate. You now have enough materials roundstart to give
the station 1 hour and 30 minutes of battery+generator power, which is a
completely absurd amount of time available for someone to setup
solars(you literally don't even need to setup the supermatter. Saltern
is unique among other stations in that it can run on solars alone).

# Changelog

:cl:
- tweak: Saltern's generator room now correctly spawns with a crate
containing uranium fuel. As a reminder, Saltern is unique among all
other maps in that it is the only map which can be run on its solars
alone. The generators and generous battery backups are there to provide
more than adequate time to setup your choice of solars or supermatter.
# Description

We have a very large number of maps that outright have not received any
meaningful updates in over a year. All of them being maps that we
inherited from DeltaV during the initial forking. I've spent the entire
past year trying to find people willing to maintain them, but to no
avail. The rot is incredibly noticeable, and is particularly egregious
when they get compared to maps being maintained by SiN Mapping Team and
Estacao Pirata. We can't guarantee the quality of these maps, and the
original maintainers from DeltaV have expressed zero desire to offer any
assistance with maintaining them.

I put it to a vote last night on the EE Discord, in order to find out
which of the DeltaV maps were actually worth keeping, and the vote was
overwhelmingly in favor of Shoko, Glacier, and Lighthouse. I'm willing
to work with my existing map maintainers to focus on getting these three
maps the care and attention they need in order to be on par with the
quality expectation that maps like Gax and Lambda managed to set.

If we want more maps, we need people willing to maintain the maps. These
maps aren't being removed from the game, just set aside and essentially
marked as "Unsupported". If in the future someone wishes to step forward
and claim responsibility for one of the maps, they can submit a PR to
re-rotate the map in question, assuming it is paired with *some* amount
of work done to refurbish the map. It doesn't need to be a full rework,
just enough work to prove the map is being taken care of.


![image](https://github.com/user-attachments/assets/a5704df5-b7a1-4019-bab7-4b5b4a7e3542)

# Changelog

:cl:
- tweak: Removed the following maps from rotation: Pebble, Edge,
Tortuga, Arena, Asterisk, Hive, Hammurabi, and Submarine. These maps
aren't permanently gone, they just won't appear in the map vote list. If
you want to see them return in an official capacity, and have any
talent/desire for mapping, feel free to submit a PR to give one of these
maps the attention and care it deserves. None of them have received any
updates in over a year.
# Description

Goddamn do I love Adderall.

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

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

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


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

</p>
</details>

---

# Changelog

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

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
# Description

Plasmamen receive these changes:

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

## Why / Balance

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

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

## Media

**Plasmaman Gibbing**


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


**New Guidebook Description**

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


## Changelog

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

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

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

Mapper-only PRs:

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

## Changelog

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

---------

Co-authored-by: Rosycup <178287475+Rosycup@users.noreply.github.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: Tabitha <64847293+KyuPolaris@users.noreply.github.com>
Co-authored-by: KyuPolaris <tabi@kyuudev.me>
# Description

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

---

# Changelog

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

---------

Signed-off-by: GNUtopia <93669372+GNUtopia@users.noreply.github.com>
angelofallars and others added 3 commits February 14, 2025 03:27
ENABLES WAROPS

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# Description

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


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# Changelog

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:cl:
-tweak: reenabled war ops

---------

Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>
@Aidenkrz Aidenkrz merged commit 0fe2ed5 into Goob-Station:master Feb 14, 2025
12 of 13 checks passed
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