For a robust crafting system, I need a new materials framework.
For a new materials framework, I need to clean up reagents.
To clean up reagents, I need to pare down foods from reagent holders.
To pare down foods from reagent holders, I need to port edibility
components.
To port edibility components, I need to port processing components.
To port processing components, I need to port tool behaviors.
This is all back-end code, no new features or functionality from this.
As title. Adds several mechanics/assembly/disassembly hints to several
gun types, and also handles some minor code cleanup where I found
issues. No mechanical changes.
Currently, only Preferences Verbs use subcategories. As a result, all
other Verb tabs are only organized alphabetically, meaning that a single
mechanic (ie. languages) has its governing Verbs scattered rather than
grouped together.
Verb organization by Tab handles broad organization - IC, OOC, Objects,
etc.- highly effectively but requires the user to click-navigate to
other Tabs to access any other verbs.
Verb organization within a Tab can be handled by A.) subcategories and
B.) Verb name prefixes (such as Earphones - *****). The first option is
the clearest and cleanest, but consumes additional vertical space. The
second option conserves vertical space at the cost of visual clarity.
This PR attempts to reorganize Verbs by their Tabs, Subcategories, and
prefixes with the following priorities in mind:
- Minimal disruption; any radical change must be justified (don't move
shit around just for the sake of moving shit around.)
- Verbs which share common functions (such as Languages) should be
grouped together.
- Maintainability. Contributors should not need to memorize an
excessively convoluted Subcategories list; Subcategories must be
intuitive and simple.
- Subcategories should be used judiciously when grouping Verbs to
conserve vertical space. Example: Instead of creating a Subcategory for
Emotes, just rename Audible Emote and Visual Emote to Emote (Audible)
and Emote (Visual).
- Subcategories should highlight uncommon or unusual verbs when
reasonable. Example: There are several animal husbandry-related Verbs,
and because most characters will not have access to those verbs
regularly, we can be less conservative with space (because they'll be
gone most of the time) for the sake of emphasizing their availability.
This PR covers the IC, OOC, and Object Tabs.
Subcategories:
OOC.Chat (Chat functions)
- AOOC
- LOOC
- Devsay (moved from Special Verbs)
- Dsay (moved from Special Verbs)
- OOC
OOC.Debug (Fix shit)
- Fit viewport
- Fix chat
- Refresh TGUI
OOC.Round (Round information)
- Check Gamemode Probability
- Check Round Info
- Custom Event Info
- Vote
IC.Antag (Antag verbs w/o their own tab)
- Invite to the Loyalists
- Invite to the Revolutionaries
- Set Ambition
IC.Critters (More critter stuff than you'd expect there to be)
- Befriend Carp (Previous name 'Become Friends')
- Befriend Cat (Previous name 'Become Friends')
- Befriend Dog
- Befriend Ives
- Name Alien Species
- Name Animal
IC.Language (Language-related stuff)
- Check Default Language
- Check Known Languages
- Set Default Language
IC.Maneuver (Movement, positioning, etc.)
- Adjust walk speed
- Do Pushup
- Face Direction
- Look Down
- Look Up
- Move Downwards
- Move Upwards
- Rest
Object.Equipped (Equipped object stuff, mostly for drip)
- Adjust Badge
- Adjust Bag Straps (Backpacks)
- Adjust Goggles
- Adjust Mask
- Adjust Welding Goggles
- Adjust Welding Mask
- Change Glasses Layer
- Change Pants Layer
- Change Wrist Radio Layer
- Change Wristwear Layer
- Check Time
- Flip Badge
- Flip Belt
- Flip Eyepatch
- Flip Hat
- Flip ID card (ID card)
- Flip Radio (Clip-on radio)
- Flip Wristwear
- Fold Collar
- Lock Antenna(e)
- Point At Watch
- Raise Shroud
- Roll Up Cape Mantle
- Roll Up/Down Jumpsuit
- Roll Up/Down Sleeves
- Switch Belt Layer
- Switch ID Layer
- Switch Lanyard Layer
- Switch Shoe Layer
- Toggle Aviators (Like a dozen variants)
- Toggle Ceremonial Garment Lights
- Toggle Coat Buttons
- Toggle Coat Zipper
- Toggle Hair Coverage (For hats helmets etc)
- Toggle Hair Coverage (FOR BABY CARP!!!!!)
- Toggle Helmet Camera
- Toggle Hood
- Toggle Lyodsuit Mask
- Toggle Poncho Tail Coverage
- Toggle Shirt Buttons
- Toggle Suit Sensors
- Toggle Visor (Pilot helmet)
- Toggle Waistcoat Buttons
- Transform Holoclothing
- Voidsuit - Eject Suit Cooler
- Voidsuit - Eject Tank
- Voidsuit - Toggle Helmet
Object.Held (If you're HOLDING it, its probably relevant to you rn)
- Activate Held Object (Silicons; moved from IC)
- Alter Beacon's Signal (Radio beacon)
- Change Bite Size (Utensils)
- Change Pen Colour
- Choose Colour (Paint sprayer)
- Choose Decal (Paint sprayer)
- Choose Direction (Paint sprayer)
- Choose Preset Colour (Paint sprayer)
- Describe Prototype
- Draw Boot Knife
- Empty Bee Net
- Empty Spray Bottle
- Holster
- Name Gun
- Name Prototype
- Plant Flag (Flags)
- Print Plant Report
- Remove Chopsticks
- Remove Top
- Set Detector High-Bound (Light meter)
- Set Detector Low-Bound (Light meter)
- Set Hailer Message (Hailer)
- Set Timer (Timer igniter)
- Set Valve Pressure (Pneumatic cannon)
- Show Held Item
- Spin Cylinder (Revolvers)
- Switch Verbosity (Health analyzer)
- Toggle Chainsaw Power (Chainsaw)
- Toggle Flashlight Brightness (Flashlights)
- Toggle Gun Safety
- Toggle Hazard Vest
- Toggle Pinpointer Mode (Pinpointer)
- Toggle Mister (Backpack water tank. Goes into/out of hands)
- Twist Cap
- Use Scope
- Wield Pick/Drill
- Wield Two-Handed Weapon (Two-handed weapons)
Object.Cards (I fucking hate cards!!!)
- Deck - Deal
- Deck - Draw
- Deck - Pick
- Hand - Pick
- Turn Hand Into Deck
Object.Earphones (Enough here to separate out)
- Eject Music Cartridge
- Change Volume
- Next Song
- Pause/Unpause
- Play/Stop
- Previous Song
Object.Jetpack (This is probably really important to see quickly)
- Toggle Jetpack
- Toggle Jetpack Stabilization
Object.Tape Recorder (Enough here to separate out)
- Start Recording
- Stop Recording
- Clear Memory
- Playback Memory
- Print Transcript
- Eject Portable Storage
**IC tab example:**
<img width="1061" height="277" alt="Screenshot 2025-08-09 101813"
src="https://github.com/user-attachments/assets/a2afe92d-34fd-4160-bf68-b459a4195e26"
/>
**Objects tab example:**
<img width="1100" height="472" alt="Screenshot 2025-08-09 101807"
src="https://github.com/user-attachments/assets/a36e4c76-594e-4569-93ba-ffcda57e8760"
/>
Buffs most commonly seen energy weapons by anywhere from 2-6 shots.
Laser pistols get closer to 2-3, laser carbines and rifles see buffs of
3-5 more shots, and blasters get the most love at 2-6 more shots,
depending on model. Anything with a scope, disruptors, anything that
autorecharges, or otherwise unique/odd have been left alone.
These changes are being made to hopefully bring energy weapons more in
line with ballistics. I've noticed that energy weapons are very rarely
used by anyone but security or someone doing a very specific gimmick.
Any time its rev or there otherwise is a crew militia started, I'll
order both laser and ballistics, and the ballistics are always taken
first. Ballistics overall are very strong, dealing far more enduring
damage than energy weapons tend to. And, most ballistics blow energy
weapons out of the water for just raw DPS. For example, both the laser
rifle and burst rifle have a damage of 30, with an ap of 20 for the
laser and 28 for the ballistic. This is fairly comparable, but
critically, the burst rifle is a burst rifle. So per trigger pull,
you're potentially doing up to 60 damage with ap 28. This of course
assumes you're using lethal for both, polymer rounds for the burst rifle
do 25 damage at ap 34. Which would be up to 50 damage per trigger pull.
I just don't think that the rechargeable plus beams going through
windows makes up for it.
Energy weapons also just suffer from critically small ammo counts. Which
is fine in a ship environment like the horizon (to a degree), but they
tend to perform very poorly in expedition settings. To the point that
they're arguably not worth taking for most away sites. This is mostly
because the average encounter will spend half or 1/3rd your ammo.
I still want ballistics and energy weapons to have their respective
rolls of expendable ammo vs rechargeable, and projectile vs beams (going
through windows without having to break them first being a very nice
advantage). But, I'd like to see people at least consider energy weapons
over ballistic for mechanical reasons rather than just flavor. Like I
tend to do with their current stats.
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.

Adds four new weapons from the United Syndicates and the Federal
Technocracy.
Himeo has received two new guns based on the plasma cutter; the Guthrie
assault blaster and the Sabo-Tabby heavy blaster pistol. Both use a
hydrogen cell 'magazine' to mimic the more advanced, more accurate
Zavodskoi blasters on the market.
Galatea, likewise, has received the O61-B laser rifle pack set, an
export model of their own O61 Infantry Laser Rifle, and a gauss 'nitro
express' rifle, which fires tungsten slugs. Attempting to fire the O61
without a Galatean implant will result in consequences.
All sprites are my own handiwork, and all credit for the laser pack goes
to Alberyk for his work on the gatling gun. Matt and Schwann also
provided a great deal of help.
Added dual wielding. Firing a gun while another is in the off-hand will fire that one as well, at the cost of lost accuracy. You must be on harm intent to do this.
Title says it all.
This needed some changes to offhand (which is now a subtype of weapon, not /weapon/gun), but otherwise it seems to work well in testing.
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;
All << is converted into to_chat().
-fixes #5961
-fixes #5965
-fixes #5964
-fixes the blaster carbine fitting inside holsters
-places the drop pods behind blast doors for now
-removes some non medical related chemicals from their dispenser