Link to PR: https://github.com/Baystation12/Baystation12/pull/24299 Summary of changes: Adds a function that makes cameras blink a red light (visually and upon examine) when the AI is within visual range of a camera Cameras can be blocked with sticky notes and duct tape to prevent the AI from seeing through them. Intercoms blink when permanent broadcast is enabled, make a notification when it is toggled, and shows that it is active on a simple examine. Traitors get access to the communications blackout service to knock comms out. AI loses the ability to actively follow people. They can still double click to snap to them, or click their name in chat to snap to them, or click track to snap to them, but they will not automatically follow the person anymore. Ewarfare still prevents them from clicking on any of these options to track the target. Synthetics bolting doors now takes 5 seconds and provides a notification in the chat box that it is happening. Unbolting is instant. Synthetics electrifying doors now takes 10 seconds and provides a notification in the chat box that it is happening. De-electrification is still instant, and also now provides feedback in the chat box to indicate that it has happened. Will add cameras to APCs and they will be reliant on local power, and set to be the last thing to turn off when power is failing. Will add a power routing program so the AI can reroute power from APC cells to other APC cells that are on the same grid. Ability to disable AI interface with holopads and force disconnect the AI from a holopad. Other ideas that are not currently in the PR and are not currently being worked on but are being considered: Servers in the AI upload that control various AI functions that can be disabled. AI can re-enable but it would take time to fix. Forced update for the AI as a random event and a service that will make the AI enter the battery backup state for a period of time. Justification of this is that normal players may end up in a state where they are unable to interact for a period (stasis, injury, chemicals, etc.), which is something the AI generally doesn't experience. Why these changes should be made*: This is an attempt to address the issues people have brought up about the AI and make it so that the AI's ability to ruin antag rounds is more easily countered and provides more transparency for what the AI is up to. I feel the sacrifice of some functionality is outweighed by allowing the AI's role to continue being on the server, as it does provide an interesting gameplay experience that myself and many others do enjoy that all other roles cannot replicate. I'm fully open to more suggestions for everything listed and anything even not listed, as this is an effort to make meaningful changes that both sides of this debate can be satisfied with.