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[pull] master from shiptest-ss13:master #416

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Erikafox and others added 8 commits November 19, 2024 23:31
🆑
balance: medium marine armor now costs 3k at da outpost.
/🆑
🆑
balance: frontiersmen turrets kill everything not in their faction
/🆑
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## About The Pull Request

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documented or this can delay review and even discourage maintainers from
merging your PR! -->
Fixes #3772

## Why It's Good For The Game

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
fix: 9mm AP boxes now work right
/:cl:

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---------

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

Bandage lifespan is now a flat 1 point = 1 tick of bleed staunching
instead of also being reduced by the current bloodloss speed

## Why It's Good For The Game

Didn't scale well with higher speeds of bleeding, effectively making
them unmanageable since the rate of bleed healing is balanced around
casual bloodloss and not ranked and competitive bloodloss

## Changelog

:cl:
balance: bandages will no longer fall off faster with more bleeding
/:cl:

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Signed-off-by: Theos <[email protected]>
🆑
add: walls on wasteworlds now have a chance to start damaged
balance: walls on waste worlds are now universally weaker
/🆑
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## About The Pull Request
Touches up saycode related to succumbing just a little bit. Originally
was intended to actually solve a problem, but it didn't, and I figured
it was fine to add the tweaks I made anyways for the hell of it.

Also made the dramatic "last words" screen text a bit more consistent.
Yes, I know it was for drama reasons, but this is far better than having
to use an entire get_hearers call for it, and I doubt anyone will notice
a difference.

## Why It's Good For The Game
Succumb code was kind of a mess, so I cleaned it up. Honestly, I don't
think this should be in say() at all, but hey, I just work here.

## Changelog

:cl:
tweak: Whispering (as in, directly using the verb or typing `#` before
your message) will now skip the succumb confirmation prompt, while
normal talking will still continue to prompt if you want to succumb.
/:cl:

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---------

Co-authored-by: Sun-Soaked <[email protected]>
🆑
balance: plasma cutters r more expensive.
balance: angle grinders are cheaper, and come with a bowman headset.
/🆑

---------

Signed-off-by: Erika Fox <[email protected]>
…3717)

## About The Pull Request

Used to be able to see what someone was wearing underneath their
hardsuit

## Why It's Good For The Game

Oversight probably. I don't think the NGR / Hardliner / Ramzi hardsuits
are supposed to have this var applied to them to begin with

## Changelog

:cl:
fix: You can no longer see through Marauder hardsuits
/:cl:
Erikafox and others added 30 commits December 30, 2024 00:02
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## About The Pull Request
(remade pr due to check fails)

Makes the ringneck 8 rounds
Makes the commander 12 rounds

Adjust the sprites to match

## Why It's Good For The Game

Apogee and I decided this would be better

## Changelog

:cl:
add: Touches up the ringneck and commander magazine sprites
balance: Ringneck is now 8 rounds and commander is 12 rounds.
/:cl:

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---------

Co-authored-by: retlaw34 <[email protected]>
## About The Pull Request

Adjusts long-ranged rifles to either now have recoil or have reduced
recoil.

## Why It's Good For The Game

Most snipers either had 0 recoil or had as much recoil as the real
screenshakey Taipan. Makes long-ranged shooting not send you to hell.

## Changelog

:cl:
balanced: Adjusted recoil on Snipers to be lower on average
/:cl:

---------

Co-authored-by: github-actions <[email protected]>
Alcohol Reagents were previously in a very large file, which annoyed me.
I moved them into some mildly smaller files that should annoy me less
when I look at them.


## Changelog

:cl:
del: kong drink
/:cl:
## About The Pull Request

Reflavors medals to no longer mention things such as "Cargonia" or
"Robust Security" and be more faction agnostic. Should make them feel
less like slop to use.

## Why It's Good For The Game

Decrufting what's otherwise a fun RP feature.

## Changelog

:cl:
add: New medal descriptions and renames. 
/:cl:
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## About The Pull Request

It works now

## Why It's Good For The Game

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

## Changelog

:cl:
fix: mech looping repairs loop now. For real.
/:cl:

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Signed-off-by: Theos <[email protected]>
## About The Pull Request
ports
tgstation/tgstation#51217
tgstation/tgstation#59543

![dreamseeker_zyNTS6lV41](https://github.com/user-attachments/assets/97cc4da0-4ad3-4f9f-bc7a-81e58bdc6170)

## Why It's Good For The Game
@Imaginos16 asked me to

## Changelog

:cl: Ryll/Shaps
add: Adds a config option for OOC kindness commendations! When enabled,
a small percentage of the crew gets asked if anyone made their round
better, and those people will get a little heart next to their name in
OOC for 24h!
/:cl:
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## About The Pull Request

![image](https://github.com/user-attachments/assets/d20a9fe3-d4dd-4e99-a5ec-8e2bfbd0f06f)
seems dumb! is now

![image](https://github.com/user-attachments/assets/70b3b35c-dbf9-4320-a6f8-a09ab528e8d0)
unless someone is funnier than I am and recommends a better desc.

also tomatoes are fruit food type but vegetables when in spaghetti?
thats dumb I fixed that
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
replaces dumb description
makes food type accurate
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
fix: spaghetti desc and food type updated
/:cl:

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

Minorly re-decals the Miskilamo line of ships. Mostly clearing out that
sharp white against the grey / black that doesn't look that good. Kept
it as consistent as I could throughout the three ships. I also did a few
extra, smaller decaling in certain areas like crew quarters or areas
with those weird grimy tiles.

Combines cryo and crewquarters into one area and combines the bathroom,
washing machine room, and central hallway into one area as well for the
Mudskipper.

Replaced the circular saw (angle grinder) with a plasmacutter.

Replaced the decaying armour vests with normal ones on the Kilo and
Shetland.

Axes the airless turfs on the Kilo, and streamlines the big 2x3 airlocks
on the Mudskipper and Shetland.


![image](https://github.com/user-attachments/assets/5e8c8f41-0d93-4589-873d-6288c1463bd5)

![image](https://github.com/user-attachments/assets/95228218-0036-4266-ab3e-9e2f33138fd0)

![image](https://github.com/user-attachments/assets/ce70c9f6-2f29-489d-a089-35b95586e19a)

![image](https://github.com/user-attachments/assets/08c18a13-1844-4a0f-9875-3182204e45e6)

![image](https://github.com/user-attachments/assets/61f0caad-6cf2-42cd-a912-1dbe2a1dde5d)




## Why It's Good For The Game

This pr does very little other than getting rid of those white decals
which I felt weird to me. Most everything else was unchanged.

Mudskipper area stuff was cut down a bit because the thing chugged as
much power as a Riggs at half the size, on one pacman to boot. I don't
think a room needs a APC for a washing machine and one lightbulb. It's a
salvage ship so its probably fair to have a plasmacutter and angle
grinder.

The presence of the Shitty armour vests felt like an odd choice. They
just sit there eternally, worn by no one. May as well just have normal
ones. Not like they're that big of an advantage in the grand scheme of
things.

## Changelog

:cl:
del: Removed the white decaling from Miskilamo ships (Mudskipper, Kilo,
Shetland)
balance: Mudskipper is now more compact on areas and has a plasmacutter
balance: Kilo and Shetland now have normal armour vests
fix: Kilo no longer has airless tiles under the prechargers, and
airlocks should Work Better
/:cl:
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request process. -->

## About The Pull Request
Adds a new ruin to the iceplanet ruin pool - Tesla Lab
<details><summary>Screencaps</summary>
<p>


![image](https://github.com/user-attachments/assets/190906ae-ff05-4b76-9b7c-9d58cfb7c98b)
![StrongDMM-2024-11-16 15 39
07](https://github.com/user-attachments/assets/36dffe44-0198-4439-bd71-320d5a951e69)
![StrongDMM-2024-11-16 15 39
08](https://github.com/user-attachments/assets/3d52d5e7-10a3-4c12-b1bb-65b76206f32f)


</p>
</details> 

## Why It's Good For The Game
This is an very hard ruin filled with nefarious tricks and a decent bit
of loot. I want it to challenge people.
## Changelog

:cl:
add: CLIP has lost contact with a facility in the system. Go find it. Go
see what happened. I dare you.
/:cl:

---------

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

Makes a few adjustments to inteq ships:

![platforms_colossus](https://github.com/user-attachments/assets/d7c472a3-7a25-4d73-bfda-8a670c6c5c26)

![platforms_talos](https://github.com/user-attachments/assets/be221ec2-5633-43b7-96fd-52b1332d31d2)

![platforms_valor](https://github.com/user-attachments/assets/653a5d31-0b98-48c3-a6d5-bc04be98a096)

![platforms_vaquero](https://github.com/user-attachments/assets/7a60a37c-851d-45be-b257-949af8621947)

- all inteq ships received platforms around cargo catwalks
- misplaced decals fixed on valor and colossus
- gondola replaced with pug on colossus
- beds in dorms replaced with bunk beds on all inteq ships
- randomized ship numbers on inteq ships
- inteq ships have handrails

## Why It's Good For The Game

a map maintainer, maintaining maps? stop the goddamn presses

## Changelog

:cl:
fix: fixed misplaced decals and lack of platforms on inteq ships
fix: added handrails to inteq ships
del: removed inteq gondola
/:cl:

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## About The Pull Request

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

## Why It's Good For The Game

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
fix: the Derecho's missing APCs have been replaced
/:cl:

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## About The Pull Request
Because of how Inteq clothing was pathed, uniforms were failing to get
the subtype for skirts meaning they could not be properly selected. Ex.
expecting `.../corpsman/skirt` when it was actually
`.../skirt/corpsman`. This fixes the paths for skirts and updates them
on used maps.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Lets players actually use Inteq skirtlenecks, rather than failing to
retrieve the subtype and falling back to a regular turtleneck.
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
fix: skirt preferences now work for inteq uniforms
/:cl:

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## About The Pull Request

says on the tin

## Why It's Good For The Game

i forgot in the original pr

## Changelog

:cl:
fix: SG-8 fits in the holster like all the other energy pistols
/:cl:

---------

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

muddles with a few broken icon states to fix linter failures

## Changelog

:cl:
fix: you should see the spur sprite a lot less
/:cl:
…instead of sheet polycrystals. (#3945)

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## About The Pull Request
Currently it takes polycrystals to make chem dispensers, which is jank
because you cant turn the ore/refined into the sheet type, while you can
turn the sheet into the ore/refined. its weird and dumb.

tested on local it works wowie
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## Why It's Good For The Game
cant get polycrystals from refinery afaik
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
fix: chem dispensers take refined bluespace instead of polycrystal
/:cl:

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