## About The Pull Request
Whoops.
~~I missed some nuance when I made #94483, namely that while I didn't
want players requesting CRATES like guns, grenades, spare SM shards with
their department budgets, the logic also touches goodies and private
orders meaning that players were unable to place goodie orders for
things that they may not have explicit access to do so, which is part of
the reason why you'd be ordering them privately in the first place. It's
cargo responsibility to determine if the player should/not be receiving
that item.~~
I have meditated on the issue, and I realize, nah, this is probably both
a healthier design decision as well as the reason we have things like
the black market in the first place. The core of the PR below however is
however sound.
ALSO, I made a fairly confusing mistake with the TGUI where the goodies
category just... hasn't been visible! That's on me.
## Why It's Good For The Game
Makes cargo goodies viewable. Makes cargo goodies purchasable.
Fixes#94928🐛💥‼️
## Changelog
🆑
fix: Cargo goodies are now visible in the ordering and request consoles.
/🆑
## About The Pull Request
This PR refactors ``effect_system``s to be a bit easier to use by
getting rid of ``set_up``, allowing ``attach()`` to be chained into
``start()`` and refactoring most direct system usages in our code to use
helper procs.
``set_up`` was unnecessary and only existed to allow ``New``'s behavior
to be fully overriden, which is not required if we split
sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype
which houses the effect spreading behavior. This allows us to roll all
logic from ``set_up`` into ``New`` and cut down on code complexity.
Chaining setup as ``system.attach(src).start()`` also helps a bit in
case no helper method exists
I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively
allow chemical smoke or foam to be spawned easily without having to
manually create effect datums and reagent holders.
Also turns out we've had some nonfunctional effect systems which either
never set themselves up, or never started, so I fixed those while I was
at it (mostly by moving them to aforementioned helper procs)
## Why It's Good For The Game
Cleaner code, makes it significantly easier for users to work with. Also
most of our effect system usage was copypasta which was passing booleans
as numbers, while perfectly fine helper procs existed in our code.
## Changelog
🆑
refactor: Refactored sparks, foam, smoke, and other miscellaneous effect
systems.
refactor: Vapes now have consistent rigging with cigs using the new
system.
fix: Fixed some effects never working.
/🆑
## About The Pull Request
`..()` is `FALSE`.
## Why It's Good For The Game
fixes#95031 & viruses & pills
## Changelog
🆑
fix: bounties where you must submit reagents or pills or viruses now
work
/🆑
## About The Pull Request
Re-enables purchase of the GMM, however the GMM can only be used to
purchase materials not sell them.
## Why It's Good For The Game
Let the station buy materials if they're desperate/lowpop. If people
were selling insane amounts of material inflating the budget, just
remove the ability to sell. Don't remove the entire machine.
## Changelog
🆑 LT3
add: Galactic materials market can be used by cargo for purchasing
materials only
/🆑
## About The Pull Request
These are both bugs and/or oversights with cargo ordering, but I imagine
that fixing them is going to be equally unpopular so I decided to
implement both fixes in the same PR as they're both items that I've
called out before as being unintentional. I can atomized these out if
requested but I don't feel the need to at this second.
* This PR Fixes a longstanding issue where the express cargo console can
be used to purchase goodies via the cargo budget. Part of the balance of
items that are currently sold as goodies are that they must be purchased
privately, as opposed to using the cargo budget. That's why they're also
typically a bit more expensive per-item than their contemporaries like
the single energy gun and the single insulated gloves. Being able that
bypass that mechanic will make it harmful to longterm balance on items
added as cargo goodies as well. This fix was implemented both through a
check on the express console logic for adding items to an order, as well
as by hiding the goodies tab from the express console. For the record,
the express console has code explicitly attempting to prevent you from
ordering items privately, and in the base cargo console, goodie items
can ONLY be purchased privately.
* This PR fixes an oversight in the implementation of departmental order
requests. Namely, if you were to request something with access
restrictions like energy guns, and then request them using your
non-cargo department's funds, it would bypass the crate's regular access
restrictions in order to let you open the crate. Interestingly enough,
the locks would open for the initial delivery, and if locked and
attempted to re-open, it would lock the guns behind their original
intended access. This has been fixed by adding an early return an alert
preventing you from ordering guns if your ID card does not have access
to actually open the crate. This also means that you can still order
guns using departmental funds assuming you have proper access already.
Crew may still request guns ignoring any kind of access restrictions
when requesting directly from cargo, though cargo will need to find a
way to open them, as per usual.
* Agent IDs can bypass ID requirements with the request console and
Emagging the express console bypasses the goodie lock respectively.
## Why It's Good For The Game
Re: Goodies, goodies were intended to be purchased by players
specifically, and being able to bypass that restriction through the
express console has always struck me as a longstanding oversight that
nobody's been bothered to fix for several years.
Fixes#94265.
Re: Departmental crates bypass, We don't want crew using departmental
budget funds to buy heaps of guns without access and without oversight.
This moves the right of refusal back onto cargo UNLESS the crew member
in question has explicit access to guns and the armory in the first
place. As previously stated, behavior is unchanged when requesting guns
from the cargo budget, as is tradition.
Fixes#94266.
## Changelog
🆑
fix: The Express Cargo Console can no longer buy goodie items.
add: The Express Cargo console can bypass the goodie purchasing
protection if Emagged.
fix: Departmental Order requests may no longer bypass access
restrictions, and require access to place the order.
add: Departmental Order may explicitly bypass access restrictions if
placed using an agent ID.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## LTS Document
Check this document before making any significant future changes to
blood worms, please.
https://hackmd.io/@RikuTheKiller/H1AHQSKNZx
## About The Pull Request
THIS PR SHOULD ABSOLUTELY BE TM'D FIRST
Blood worms are a new progression antag. When the event runs, 2
candidates are picked from ghosts and spawned in as blood worm
hatchlings, which then have to grow up, do a couple objectives and take
over the station.
Hatchlings are weak outside of a host, while juveniles can stand their
own reasonably well. Adults have high offensive power and can only be
dealt with using the right gear or a lot of luck and robustness. They're
meant to be a moment of glory for achieving maximum progression and they
can bootstrap the next hatchlings by gathering corpses before cocooning.
Each growth stage requires 30 seconds in a cocoon, which can only be
created after consuming a lot of blood. There's a falloff curve on a
per-blood-type basis, meaning you can't drain the same person over and
over again to reach adulthood. The medbay freezer is a priority target
for the blood worms and can get one of them to the juvenile stage if
fully ransacked.
It takes 500 blood to mature from hatchling to juvenile, and 1500 blood
to mature from juvenile to adult. You can only get up to 1000 blood from
synthetic sources like monkeys, and consuming synthetic blood is 30%
less efficient. Blood worms can also examine living targets to see how
much blood a target has, and how much growth the blood worm would gain
for consuming that blood.
Blood worms spawn in vents and have night vision for maneuvering in
maintenance. Hatchlings can ventcrawl, while juveniles can move around
by breaking things. Optionally, you can take over a host with a lot of
access like the Captain to go basically anywhere, especially if nobody
knows you killed the captain.
Behind the scenes, host-taking kicks the host's original mind to a
backseat mob. This needs the most testing in practice, but it's
confirmed that it returns the host's mind back to their body, at least
in testing.
All mob, ability and action sprites are made by INFRARED_BARON. Legal
rights were transferred to me after I paid for the commission.
Note, I've been working on this massive PR for quite a while, so
documenting every small change is really hard! Apologies for anything
I've missed. There's a lot.
Final note, admins can spawn these by either:
A. Trigger the midround event via the dynamic-panel verb, under the
Rulesets tab.
B. Giving someone the Blood Worm antag datum via the Traitor Panel in
the Player Panel for the target player. This will transform their mob
into a valid Blood Worm, with all of the associated objectives and such.
### Active Abilities
1. Leech Blood (No Host) - Lets the blood worm drain blood from living
targets and reagent containers. Uses an aggressive grab to restrain
living targets until leeching is over, which takes around a second to
initiate. Causes oxyloss during the leeching. NPC monkeys can't escape
from this and it floors targets as well.
2. Spit Blood (Both) - Multi-function ability, lets the blood worm fire
ranged corrosive blood spit at targets, melt restraints on their hosts
by right-clicking, and as an adult, shoot a burst of blood spit at a
target by right-clicking. Note of the right-click abilities, shooting
bursts can't be done while in a host. (to avoid unfair stealth kills)
Shooting a burst has a much longer cooldown than shooting normally. All
spit types cost blood to use.
3. Invade Corpse (No Host) - Lets the blood worm take a host for
themselves, consuming all of the host's blood and in essence, "becoming"
the host. Any bloodloss inflicted on the host is taken as damage to the
blood worm, and the blood worm retains its weakness to fire even in this
state. Burn damage itself no longer has any extra damage, though.
4. Leave Host (Host) - Title, literally just leaves the host after a
delay. Notably works even while the host is moving, dead, incapacitated
or otherwise fucked up in any way, shape or form.
5. Inject Blood (Host) - Lets the blood worm heal its host. The potency
of this increases as the worm grows up, but so does the cooldown and
blood consumption. This works on organ damage, injuries, etc.
6. Mature (No Host) - Makes the blood worm enter a cocoon for 30
seconds, emerging as the next growth stage. Requires an increasing
amount of consumed blood / growth as the blood worm uses it.
7. Reproduce (No Host, Adult Only) - Makes the blood worm enter a cocoon
for 30 seconds, with 4 hatchlings emerging out of it, including the
original blood worm, now reverted back into a hatchling as well.
8. Revive Host (Host) - If the host is in a viable state to be revived,
revives them after an animation sequence plays out.
### Passive Abilities
1. Space Immunity - Blood worms are immune to the cold, low pressures
and a lack of oxygen. Only the immunity to a lack of oxygen carries on
to hosts from this.
2. Organ Insertion - Blood worms can insert organs into their hosts by
right-clicking on them with the organ in-hand. This mainly exists to
deal with hosts that lack organs, and avoids the gotcha where an adult
blood worm ends up gutting their host by hitting them too hard, as they
can simply fix it on the spot.
3. Life Support - Blood worm hosts don't need a heart, lungs or a liver
to survive. Lungs are useful for speaking, and a liver is necessary to
process reagents.
4. Regeneration - Blood worms slowly heal over time. This is nowhere
near enough to overcome bleeding or heat damage, since it's 0.3 hp/s for
a hatchling, 0.4 hp/s for a juvenile and 0.5 hp/s for an adult.
5. Night Vision - Blood worms can see in the dark. This doesn't extend
to hosts.
6. Ventcrawling - Hatchling blood worms can ventcrawl.
7. Doorcrawling - Hatchling and juvenile blood worms can slide under
doors. Doing so takes 3 seconds for a hatchling and 5 seconds for a
juvenile.
8. HUD - Blood worms can tell how much blood targets have at a glance,
via a blood HUD bar exclusive to them. They can also tell apart other
blood worm hosts from normal people via an antag HUD. There's also an
examine message they can use on living targets for even more info.
### Weaknesses
1. Heat and Fire - Blood worms quickly die to heat, their bodies are
flammable and their blood will burn up if their host's core temperature
is too high. The main counter to this is getting a host with
flame-resistant gear.
2. Bleeding - While in a host, bleeding wounds will directly damage the
blood worm itself. How much a host needs to bleed before the worm dies
depends on their growth stage. Blood worm hosts keep bleeding even while
dead, so just keep hitting them and they'll die. Blood worms
automatically leave their hosts when they hit 10% health or lower, and
their hosts bleed 50% faster than normal people.
3. Stuns - Blood worms have no way of dealing with a stunned host other
than getting out. They can deal with any restraints by melting them,
though.
4. Testing - Security can order a blood worm testing crate from cargo,
either for a 20 minute cooldown via the security cargo interface
console, or for 10000 credits via the supply console. It contains 4
single-use testers that hurt a bit when applied, but are instant to use
and 100% accurate. The stopgap is that they're really fucking expensive
and only work once per item.
### Screenshot
<img width="280" height="132" alt="image"
src="https://github.com/user-attachments/assets/00d22361-997e-4347-a0bf-aa240de40727"
/>
## Why It's Good For The Game
Antagonist variety, mainly. This is basically Cortical Borers 2:
Electric Boogaloo.
Currently, we lack any antagonists with mind control abilities. That
really sucks!
I've also gotten a lot of positive feedback about the antagonist while
working on it.
This antagonist also has great potential for roleplay, as they can take
over hosts, surprise attack people by getting out of a dead corpse, talk
to each other using Wormspeak, etc.
I think we're also itching for variety on "pest" antagonists. Right now
we just have spiders and xenos. Everybody knows these two, so why not
mix it up a bit?
And as for balance? Blood worms are relatively easy to dispatch when you
know their weaknesses, which are extremely clear. Bleeding for hosts,
fire for either one, lasers for the worms themselves. As long as you get
the host in crit and keep hitting, you've pretty much won, and they
can't keep spamming Inject Blood forever since they'll quickly run out
of blood to use.
## Changelog
🆑
add: Added a new heavy roundstart/midround antagonist, the Blood Worm.
Credit to INFRARED_BARON for the sprites!
fix: Removing traits based on a source no longer causes issues with
trait signals.
fix: High-priority effects no longer double-trigger due to subsystem
issues.
fix: Weighted averaging in reagent merging code has been band-aid fixed.
It's not the best, but it works.
/🆑
## About The Pull Request
As title says, skin butchered from humans (currently only applies to
lizardskin) now inherits their owner's skin color, and so do items
(lizardskin boots and hats) made from it.
Also this PR gagsifies lizardskin hats and boots for this very reason.
## Why It's Good For The Game
Consistency, when you butcher a purple lizard you should get purple
lizard boots.
## Changelog
🆑
add: Made lizard skin and lizardskin items inherit their "donor's" skin
color
/🆑
## About The Pull Request
Tin, some global lists being kept in memory for no reason when all they
are used for is initially picking a random reagent from a list.
## Changelog
Nothing player-facing, just code janitoring.
## About The Pull Request
<img width="565" height="201" alt="image"
src="https://github.com/user-attachments/assets/f747992c-82d7-4cd2-9d5c-b94b7de37cdd"
/>
<img width="618" height="108" alt="image"
src="https://github.com/user-attachments/assets/8d5c4e25-87ea-4e53-b9e6-e95e26b3e69f"
/>
- N-spect scanners can no longer print reports
- Clown N-spect scanners have been removed as printing reports was their
primary function
- Security no longer get bounties to loot the brig's equipment. The
contraband bounty is still available.
- Patrol bounties have been reworked.
- A patrol bounty will give you an area and a number of steps that you
must take in an area.
- To complete the bounty, you must walk to the area and take that many
steps. It's that simple.
- Your ID card will update you as you progress the bounty.
- You are rewarded more for larger areas, and less for teeny tiny areas.
- Walking back and forth the same two tiles will not count towards
progress.
- When done, all you need to do is go back to the civ console and press
"send". You don't need to add any items to the pad.
- All security officers can get general patrol bounties (service + maint
+ hallways). Departmental officers can get patrol bounties for their
department.
- And yes, it tracks if your *id card* moves. This means you can strap
your ID card to a drone and it'll count. Get creative if you're lazy.
- ID trims how handle bounty generation. This changes very little,
besides allowing certain trims for certain jobs to add specific
bounties.
- There's now setters for bounties and bank accounts.
- Fix Bountious Bounty trait by having a `get_reward`
## Why It's Good For The Game
Sec bounties to loot a bunch of miscellaneous things from the brig is...
odd. All it does is deprive your team of equipment should you need it.
On the other hand, patrol bounties are really flavorful, but a bit
cumbersome thanks to needing a hand scanner. By integrating the process
of patrolling *into* the officer's ID card, it means you can just grab a
bounty and go about your business.
The idea is that this'll streamline the process of patrolling a bit and
make it more natural and fun (well, as fun as "walking around" can be.
Which is fun to me...)
## Changelog
🆑 Melbert
del: N-spect scanners can no longer print reports. All it does now is
scan for contraband.
del: Clown N-spect scanners have been removed.
del: Security no longer get bounties to loot the brig's equipment.
Though the contraband bounty is still available.
add: Security's patrol bounties have been reworked. Now, they just
require you to walk around an area for a bit. No scanning necessary.
refactor: Adds setters for bounties and bank accounts. Report any
situations where your bank account is not set correctly.
refactor: ID trims now handle bounty generation. Report any situations
where you get a weird pool of bounties.
fix: Bountious Bounties station trait works again
/🆑
## About The Pull Request
Void stamp added to bureaucracy loot spawners, a new box that contains a
granted, denied, and void stamp found in the lawdrobe, hop locker,
bureaucracy crate, mod stamper module, and the paperwork implant gets a
stamp that can cycle between 3 different ones like the mod stamp.
## Why It's Good For The Game
Finally the void stamp is obtainable
## Changelog
🆑
add: The void stamp is now obtainable
add: The lawdrobe now sells a box of stamps
add: The head of personnel's locker now contains a box of stamps
fix: The mod stamper module is now visible
/🆑
---------
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request
Floppy disks received a sprite upgrade, as well as unique wraps:
<img width="364" height="150" alt="image"
src="https://github.com/user-attachments/assets/0ac433e3-7432-4c06-bec2-aeae00b6852f"
/>
<img width="786" height="527" alt="image"
src="https://github.com/user-attachments/assets/0f36bd0d-0362-4431-8131-49060a2fe348"
/>
You can now stack floppy disks! They also scatter around when thrown.
The video also showcases new styling options with a selection of
stickers! You can also write something on the disk instead of selecting
an icon:
https://github.com/user-attachments/assets/ff0a8542-9d79-4108-ae46-672ca5d620a2
MOST disks now inherit the `/item/disk` type to properly stack and do...
stuff. An updatepaths script included.
## Why It's Good For The Game
Old school is cool. Stacking disks makes them feel more authentic, while
styling allows for more crearivity!
## Changelog
🆑
add: New unique wraps for floppy disks
qol: Floppy disks can now be stacked
image: New sprites and stickers for floppy disks
map: Added and ran an updatepaths script
refactor: Most disks are now under the base disk item type
/🆑
---------
Co-authored-by: The-Tyrant <tyrantofgaming@gmail.com>
## About The Pull Request
Touches up laser guns' lore a bit and makes them actually add an
examine_lore component for every non-base laser gun, because the
component wasn't being added due to a return for every non-basic laser
type.
Adjusts the laser guns so they're all Type [number]/[variant], so the
previous `Type 5C laser pistol` is now the `Type 5/C laser pistol`, the
`Type 5R laser carbine` is now the `Type 5/R laser carbine`, the `Type
5A laser assault rifle` is now the `Type 5/A laser assault rifle`, as to
denote a more obvious separation between the base iteration/version and
the variant appending.
## Why It's Good For The Game
The lore wasn't being added because of the component add being beyond
the slapcrafting component check. The clear slash between base version
and variant looks a little nicer to me. Lore grammar tweaks feel like
they read a little better to me? The latter two are subjective.
## Changelog
🆑
fix: Non-base laser guns now attach their lore properly.
spellcheck: Adjusted the names on the laser guns to have a slash between
the numeric type/version and the variant... abbreviation? Letter? One of
the two.
spellcheck: Fixed some typos and adjusted the now-visible lore on the
laser guns to read a little nicer, theoretically. Whether the grammar
tweaks improved anything or not is subjective.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
Last Christmas we had and resolved this bug #88595 where via the
mechanic of buying random trash, Cargo could roll on the roulette to try
and get random Christmas presents and open them for random items.
This was removed because it's not supposed to work that way and was a
way of exploiting Christmas cheer for personal gain, which is grinchsome
behaviour.
That said, being able to order Christmas presents is also kind of
soulful, so this PR brings that mechanic back but on purpose this time.
During the Christmas season _only_, Cargo can spend 3000 credits of
their budget to order a "Surplus Christmas Gifts" crate which contains
4-6 presents _with pre-assigned recipients_.
In a similar system to addressed mail, only the person written on the
gift tag can open the present, so unless you're sufficiently scroogeous
to collect a huge pile of presents on the cargo room floor in hopes of
getting a couple with your name on (in my testing these contained raw
unbaked croissant dough, and a piece of paper from a space ruin) you
should mostly be using this to deliver generalised holiday cheer to the
crew rather than just yourself.
This PR also contains (maybe as more lines than the actual feature) a
refactor changing a bunch of boolean vars on `/datum/supply_pack` into
bitflags, because I needed to add one more and it seemed silly to have
so many booleans.
## Why It's Good For The Game
It allows those with the yuletide spirit to deliver some christmas cheer
to their fellow man, isn't that the season's reason?
## Changelog
🆑
add: When the game considers it to be Christmas, Cargo can order
additional Christmas gifts pre-addressed to random crew members.
/🆑
## About The Pull Request
Supply pod had an unnecessary check because dismember() already checks
for unremovable body parts. Also there was an e missing from sleeping
carp text.
## Why It's Good For The Game
spellcheck, also I left the supply pod stuff out of the changelog
because it isn't player facing
## Changelog
🆑
spellcheck: fixed a missing e in sleeping carp's recall teachings verb
/🆑
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request
With the changes to elasticity in #93235, elasticity was reworked.
However, whether intentional or not, plasma had it's k_elasticity of 0
removed, meaning that plasma sheets were made elastic. Plasma is unique,
in that it's intended to have a static export value grandfathered in
from the old days ™️, as well as since it's not sold on the GMM,
there's less of a point of having it be affected by elasticity.
This PR Reimplements it's immunity to elasticity.
## Why It's Good For The Game
This is old, old precedent and I think got roped into the elasticity
rework without having the context that it's always been immune to
elasticity.
In addition, it makes sense that the plasma research station would be
the ones setting the price on their unique, rare material. I understand
that cargo isn't hurting for ways to make more money than god right now,
but I'm confident in locking this down as precedent.
## Changelog
🆑
fix: Plasma sheets are once again immune to market elasticity, selling
for a static 80 credits each yet again.
/🆑
## About The Pull Request
1. Ammo will no longer show as a loot option until a weapon that uses
said ammo has been claimed. Some ammo, particularly shotgun ammo has
unique status bypassing this, since you could reasonably acquire a
shotgun from the armory, a bartender, or cargo. There is also a 10%
chance that some ammo will show up anyways, to keep people on their
toes.
2. If you claim another weapon of an already claimed ammo type, the ammo
in the pool will be refreshed, meaning obtainable once again.
3. Unclaimed items have a 40% chance of being re-added to the loot pool.
This is on top of the 80% chance for an item to not be removed from the
pool when selecting loot.
4. When hard bounties empty out their loot pool, they will instead draw
from the medium loot pool. Likewise medium bounties will draw from the
easy pool when they run out.
5. Modified the antag info panel text slightly.
6. Made more appropriate use of `SStraitor.uplink_items`, and checks for
abstract items more thoroughly.
7. Some weapons no longer come in gun cases for Spies
## Why It's Good For The Game
1. Initially the thought was Spies would just have dud bounties on
occasion. They could take the time to lie low or work on their plans
rather than prowl for loot. Alternatively, an aggressive spy would go
after them *just in case* they got the correct gun, or a passive spy
would go after them for the ability to later bribe someone carrying the
correct gun.
However, in practice it seems people largely just don't like having dud
bounties, as it hurts the pacing. Someone who is on a roll doesn't want
to sit there and do nothing.
Ghommie tried to implement this earlier but I disagreed with the
implementation, so here we are.
2. It would be pretty unappealing to go after a gun after realizing all
the gun's ammo has been looted already.
3. I noticed in testing pools would drain themselves pretty fast. This
serves as a bit of a stop-gap, and prevents items that rolled on
particularly difficult targets from being lost forever. Now you can roll
the dice and hope that it shows up again.
4. Might as well reward people with non-junk items if they manage to
drain a tier's loot pool, especially since the top tier pool is pretty
small.
5. People were oft confused about the wording of the text, thinking
they'd get banned.
6. No reason to use the indexed list.
7. Having a gun case thrust into your hands is not very inconspicuous
## Changelog
🆑 Melbert
balance: Ammo will no longer show up in the Spy loot pool until a weapon
that uses said ammo has been claimed. Some ammo for weapons easily
obtainable on station (shotgun shot) are not limited by this
restriction. Also, there's a rare chance ammo will show up anyways just
to keep people on their toes.
balance: Claiming a weapon will refresh ammo in the loot pool that has
already been claimed or cycled out.
balance: Bounty rewards that no Spy claimed have a chance to re-enter
the loot pool after a bounty refresh, rather than being lost for the
remainder of the round.
balance: When higher tier Spy bounties empty their loot pools, they will
attempt to draw from lower tier pools before defaulting to telecrystals.
balance: Spies no longer are rewarded with gun cases for bounties;
rather just the gun itself
spellcheck: Modified the Spy antag info text
/🆑
## About The Pull Request
The loop to generate manifest contents only looked for `/obj/item` when
you can get `/obj/structure` or even `/mob` in crates, changes the loop
to `/atom/movable`
## Why It's Good For The Game
Empty manifests make people red stamp and lose credits because these
technically have no errors
## Changelog
🆑
fix: fixed cargo manifests missing things in certain crates
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request

Removes the "pathfinding through the halls" function of the MODsuit
pathfinder module in favour of having it "fly" to your location in the
same manner as cargo pods (by getting inside an invisible cargo pod).
If it's inside a locked crate or locker when this happens it will break
the door on the way out, so be careful where you leave it.
## Why It's Good For The Game
Mostly because nobody uses the pathfinder module.
Pathfinding through the corridors is _cool_ on a conceptual level but
it's not very practical, _especially_ because it means that it has a
good chance of not functioning at all if you are on a station with Z
levels.
This method means that it will always arrive in the same amount of time
(quite fast, but not fast enough that it will arrive before someone can
shoot you) regardless of where you are when you suddenly realise that
you need spaceproofing rather than drip.
Also Fikou asked me to do it.
## Changelog
🆑
balance: The Captain's MODSuit pathfinder module now flies it directly
to their location rather than physically traversing the halls of the
station.
/🆑
## About The Pull Request
There is technically an `/obj/item/stamp/granted` in that one traitor
objective refers to it and tries to override a proc on it thus making it
a valid type, but not really. This changes the base `/obj/item/stamp`
from being the granted stamp to being an abstract type, and creates a
proper subtype for the granted stamp.
## Why It's Good For The Game
Base types being concrete outside of scenarios where its intuitive are
very annoying
## Changelog
🆑
code: makes /obj/item/stamp abstract, creates /obj/item/stamp/granted
/🆑
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.
## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.
Currently a WIP as I slowly deal with the unit test reports.
## Changelog
🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
## About The Pull Request
Passes a standardized define into some of the tgui to parody behavior
with vending machines.
Adds a few defines for money symbols to make it easier to rework types
of money.
If yall are for this I can also go through and find and replace a ton of
strings and other tgui with these, but dont want to sink 2 much time
into it if not.
<img width="966" height="646" alt="image"
src="https://github.com/user-attachments/assets/2d4753be-7e5d-4733-acf8-05f354127a6a"
/>
Proof of concept if Nanotrasen was not an evil conglomerate and the
dollar never went out of style
<img width="1009" height="661" alt="image"
src="https://github.com/user-attachments/assets/e68bfcd3-4053-4641-9b28-f384f2cb049b"
/>
some broken shit here but 99% thats cause minimal runtime station does
not support the supply console
<img width="795" height="767" alt="image"
src="https://github.com/user-attachments/assets/30dbd625-5338-4dc3-80db-922ff045f0f0"
/>
## About The Pull Request
It's just a partial cleanup of
anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md)
code from /tg/'s ancient history. I compiled & tested with my helpful
assistant and damage is still working.
<img width="1920" height="1040" alt="image"
src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3"
/>
I'll upload the .cs script I used to do it shortly.
## Why It's Good For The Game
Just minor code cleanup.
Script used is located at https://metek.tech/camelTo-Snake.7z
EDIT 11/23/25: Updated the script to use multithreading and sequential
scan so it works a hell of a lot faster
```
/*
//
Copyright 2025 Joshua 'Joan Metekillot' Kidder
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
//
*/
using System.Text.RegularExpressions;
class Program
{
static async Task Main(string[] args)
{
var readFile = new FileStreamOptions
{
Access = FileAccess.Read,
Share = FileShare.ReadWrite,
Options = FileOptions.Asynchronous | FileOptions.SequentialScan
};
FileStreamOptions writeFile = new FileStreamOptions
{
Share = FileShare.ReadWrite,
Access = FileAccess.ReadWrite,
Mode = FileMode.Truncate,
Options = FileOptions.Asynchronous
};
RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled;
Dictionary<string, int> changedProcs = new();
string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*";
Regex camelCaseProcRegex = new(regexPattern, regexOptions);
string snakeify(Match matchingRegex)
{
var vals =
matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray();
var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower();
string logString = $"{vals[0]} => {newVal}";
if (changedProcs.TryGetValue(logString, out int value))
{
changedProcs[logString] = value + 1;
}
else
{
changedProcs.Add(logString, 1);
}
return newVal;
}
var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>();
// uses default ParallelOptions
// https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main
await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) =>
{
var reader = new StreamReader(filePath, readFile);
string oldContent = await reader.ReadToEndAsync();
string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify));
if (oldContent != newContent)
{
var writer = new StreamWriter(filePath, writeFile);
await writer.WriteAsync(newContent);
await writer.DisposeAsync();
}
reader.Dispose();
});
var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList();
foreach (var pair in logToList)
{
Console.WriteLine($"{pair.Key}: {pair.Value} locations");
}
}
}
```
## Changelog
🆑 Bisar
code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use
snake_case, in-line with the STYLE guide. Underscores rule!
/🆑
## About The Pull Request
Skyrat revert again. I think people should be allowed to LARP as
Russians if they want.
## Why It's Good For The Game
Ditto.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Soviet Surplus has been re-enabled.
/🆑
## About The Pull Request
- Removes a bunch of blocker bounties that would cause you to get stuck
for 5 minutes if you obtained multiple at once.
- Adds some new bounties to freshen things up.
// Tested: Watermelon, Toy Swords, Mousetraps, Wired Glass Tiles, Bolas,
Towels, Dog Bed, Clipboards, Cargo Shelving, Crude Blueprints, Motorized
Wheelchair, Trapdoor Kit.
// Removed: Soap, Clown Box, Cheese Honkers, Extendo-Hand, Donk-Pockets,
Dead Mice, Raw Corgi Meat, Geranium, Poppies
## Why It's Good For The Game
I mean, that's debatable, but as an assistant bounties can be a huge
roadblock to getting anything done if cargo isn't using the exploit of
the week to print free money. This removes the listed bounties for a few
reasons:
- Take more than 5 minutes to acquire and people would just reroll them
anyway. (Soap, Clown Box, Dead Mice, Geranium, Poppies, Raw Corgi Meat)
- Limited amount available. (Extendo Hand, Cheese Honkers, Dead Mice)
- Exploitable via cargo orders. (Dead Mice, Donk-Pockets)
## Proof Of Testing
No proof but I did it, it was a painstaking endeavor. I just commented
out most bounties while testing the new ones added.
</details>
## Changelog
🆑
add: An assortment of new assistant bounties.
del: Annoying or unfeasible assistant bounties.
balance: Crayon bounty requires 7, not 8, crayons.
code: Assistant Bounties moved to Modular Zubbers.
/🆑
## About The Pull Request
Updates the laser gun into four proper subtypes: Standard, Pistol, Rifle
and Carbine.
<img width="229" height="210" alt="image"
src="https://github.com/user-attachments/assets/12c03076-8ebf-4d87-8c98-6a8cce6821db"
/>
Current sprites are pending a palette change.
**Standard:** Functions as you would expect. Same as ever.
**Pistol**: Lower charge, 20 force, normal sized, recharges faster.
**Carbine**: 15 force, 26 mag, two round burst. Projectiles flight
slightly faster. Cannot dual-wield.
**Rifle**: 20 force. 40 mag. Two round burst. EMP resistant (not
immune). Projectiles fly slightly faster. Cannot dual-wield (not that
you need to).
All but the rifle can be sourced from cargo. You can also buy the sovl
version of the laser gun if you're especially nostalgic.
### Armory Changes
The Armory now can potentially spawn either pistols, carbines or
standard. The weighting leans closer to spawning carbines and standard
as opposed to pistols.
### Lore Dump
The laser line of weapons now all have lore. That rich, deep lore that
every game needs and is totally not important at all to the meat and
potatoes of the game. I'm paid by the hour ($0.00)
### Code Tidying
Lasers are old and a total mess code-wise so we've tidied up while we're
here.
## Why It's Good For The Game
Variety is the spice of life and also some of these weapons could have
used a face lift. Especially the laser carbine. Both functionaltiy wise
and appearance wise.
A bit of randomness in the armory means some rounds might have unique
outcomes compared to others. Sometimes, items in cargo don't see
particularly much use, so peppering in a few random potential deviations
can maybe nudge people to utilize variant gear on future rounds.
I'm obsessed with writing too much information. I blame Hatterhat.
## Changelog
🆑
add: Three variants of the laser gun; Carbine (replacing the existing
one), Pistol and Rifle! Find it (possibly) in your armory today!
balance: The armory laser guns might be different variants of the laser
gun, rather than always being the standard. The standard is the same as
ever, even if it looks different.
add: If you care, the sovl version is available as a goodie. And in the
hands of pirates...
spellcheck: Lore! LORE FOR LASER GUNS! LOOOORE! Examine laser guns
closely and you might learn more about them.
balance: The new set of laser guns come with brand new sprites.
/🆑
---------
Co-authored-by: StaringGasMask <62149527+Exester509@users.noreply.github.com>
## About The Pull Request
Closes#93977 by making podbay wipe only delete living mobs, turning
them into ghosts beforehand.
Also fixes whatever this is ``if (istype(object.type,
/obj/effect/light_emitter/podbay))``
## Changelog
🆑
fix: Clearing centcom podbays no longer deletes ghosts and runtimes upon
doing so
/🆑
## About The Pull Request
Applies the fixes from https://github.com/tgstation/tgstation/pull/93417
to budget ordering console
Also fixes budget ordering improperly setting cargo as the paying
department, as we check for "null" payer to see whether something is
privately paid.
## Why It's Good For The Game
I really hope one of these days this will just get merged so we don't
need this annoying copy paste. How different is the app to the console
anyway?
## Changelog
🆑 SyncIt21, JohnFulpWillard
fix: budget ordering console correctly differentiates between private &
department orders.
fix: budget ordering console checkout cart displays correct
Private/Department order text amounts.
/🆑
## About The Pull Request
The Iaito now no longer has enough throw speed while active to embed
naturally. It requires speed boosts of some kind to embed (and get the
juicy embed damage as a result)
Holy energy swords also now operate on this logic rather than having no
embed chance at all.
The Iaito now loses charge whenever it blocks successfully.
## Why It's Good For The Game
> Embeds
People were using them as like, horrifically lethal throwing weapons
rather than swords. Funny, but the damn things are blunt. The only way
it is embedding is if you force it in.
It felt lame that the holy esword couldn't ever get in on the embedding
action at all, so this provides some avenue of accomplishing it.
> Blocking
I actually intended to add this and totally fucking forgot.
## Changelog
🆑
balance: The surplus energy sword and holy energy swords now require
throw speed boosters to embed into people.
balance: The surplus energy sword now loses charge whenever it
successfully blocks an attack.
/🆑
## About The Pull Request
- Fixes
https://github.com/tgstation/tgstation/pull/93235#discussion_r2467112106
Seeds export value now scales with this formulae
`(0.1'ish most common seed -> 1 most rarest seed) * base
cost(CRATE_VALUE * 0.025). `
so you get the same uniform scale before the elasticity rework.
## Changelog
🆑
fix: exporting seeds won't yield ridiculously large profits
/🆑
## About The Pull Request
This PR adds a new buffer (and accompanying Lavaland geyser) to the
game: Chiral Inversing Buffer! This unique buffer allows you to
instantly transmute a hidden impure or inverse reagent into its original
form, no hassle with the HPLC. It can be acquired in three ways, two of
which involve Cargo. You can purchase a crate containing one 30u bottle
of the buffer for 600 credits, or for free through Medbay's cargo
console. You can also scour Lavaland and uncover a geyser that offers
unlimited buffer.
The buffer itself checks if any eligible inverses or impurities are
present within the holder. If there is none, the buffer will fizzle out
and be effectively wasted. If there is an eligible reagent, it converts
the reagent into the Inverse at a 10-to-1 ratio with the buffer. This
means that buying a bottle from cargo will net you at max, 300 units of
instant inversing. Do note that this buffer has the best results when
added after a reaction, not during or before.
https://github.com/user-attachments/assets/5f04097d-6baa-4cfd-bf0d-77f175d37acb
## Why It's Good For The Game
This was made from the suggestions of my previous PR at #93316. The main
issue that this PR targets is the lack of speedy access to "true"
inverse reagents. The current system hides the name of most inverses on
creation and only has the HPLC to reliably convert hidden inverses into
their true counterpart. This can cause issues with some inverses due to
them still retaining some properties of their base reagent. While that
system cannot be removed as of now, this PR serves to add another
alternative for Chemists to pursue if they need to purify their inverse
outputs.
<img width="135" height="136" alt="chiralgeyser"
src="https://github.com/user-attachments/assets/1cb336ac-966e-4c4b-8cb2-68616c410f26"
/>
## Changelog
🆑
add: Chiral Inversing Buffer : A new way to convert your hidden
impurities and inverses into their true form! Requires a purchase from
Cargo or a trip to Lavaland to acquire.
balance: A new geyser has been added to Lavaland that outputs Chiral
Inversing Buffer. Geyser weights have been adjusted to accommodate this
addition.
/🆑
## About The Pull Request
What it says on the tin. Cargo now has new math for market elasticity,
each parameter and what it does is explained below
**1. Refactor**
1. **k_elasticity**: This is the elasticity as before applied on all
exports except now this is a floating-point value that swings from
`0->1` instead of 10e-10 like is the current case. This in laymen terms
is the percentile of an items actual cost that is sold on cargo [0 means
you get no credits, 0.5 means you get 50% of the items cost, 1 means you
get 100% of the items cost]. Whenever an item is sold on cargo this
value decreases by an amount that is determined by the next variable
2. **k_hit_percentile(default 5%)**: This is the value by which an
export `k_elasticity` decreases whenever an export is successful for
every unit of an item sold. The real formulae by which the exports
elasticity decreases is dependent on the total amount sold and is as
follows
<pre>k_elasticity -= amount sold (1 for most cases except stacks) *
k_hit_percentile</pre>
So subsequent exports yield lesser profits cause the elasticity
decreases. Now the rate at which the elasticity recovers is as follows
3. **k_recovery_time(default 10 minutes)**: This is the time (minimum
unit should be seconds) it takes for the elasticity to rebound back to
100% after it has reached full 0 but recovery process starts immediately
if it decreases at any point. So if elasticity becomes say 50% it means
it would take 5 minutes to reach 100% again
**2. Some Balance changes**
1. Profits earned from exporting gas is linear per mole sold so the more
gas you put in the more profits you get HOWEVER the max number of
credits you can make per canister is 15000 cr
2. Selling fish yields higher prices because it's no longer subject to
the old elasticity formula
3. Selling 50 sheets of anything will decrease future sale price by 10%
and will take 8 minutes to rebound back to 100% if it reaches 0
**3. Improvements:**
- `SSProcessing` subsystem no longer processes more than 180+ export
datums from round start itself but now starts out empty. It instead
processes only those exports whose elasticity has been impacted and
later cancels it after elasticity has reached 100% so performance of
this subsystem has been drastically improved
- export datums now respect `abstract_type` meaning they won't be
created and can be used as a skeleton body for subtypes. So datums like
`datum/material` & `datum/material/market` are not created anymore but
only their subtypes are so we save processing power & memory
- Shaved of a lot of dead exports that went unused
## Changelog
🆑
balance: cargo exports now have different prices with applied elasticity
code: Improved performance of export code
qol: stock blocks can be recycled for materials & show up as stock
blocks in order console sold items
refactor: refactored cargo export code in whole. Report bugs on GitHub
/🆑
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
## About The Pull Request
Moves a lot of the unique renaming implementations described in #82664
to the functions given by the `obj_flag` `UNIQUE_RENAME`.
`UNIQUE_RENAME` has been given new properties to account for
non-standard renaming, these being the `RENAME_NO_DESC` flag that
prevents changing the description, the `nameformat()` and `descformat()`
procs that, when modified, allow for applying naming formats(i.e. "Body
Bag - [input]"), as well as other post-renaming handling such as
changing the name of the output plant of a renamed seed, the
`rename_checks()` proc that allows for unique naming prevention(such as
a locked personal closet), and the `rename_reset()` proc to clean up
other possible renamed variables potentially changed in `nameformat()`
and `descformat()`.
This also adds `/datum/element/tool_renaming` to crayons, which will let
them rename anything that has `UNIQUE_RENAME`. I looked through
everything with that flag, and I didn't see anything that I don't think
should be renameable by a crayon(except things that shouldn't be
renamable with pens), so it shouldn't fuck anything up.
## Why It's Good For The Game
moves all of the non-honorable mentions in #82664 to the same renaming
system, and also moves all of the honorable mentions save for:
- plaques, as they only get renamed once and wouldn't benefit from
`UNIQUE_RENAME` imo
- books, because they're far more than just renaming, and are persistent
- paintings, because they're persistent
- photos, because they're not normal renaming and they're persistent
- endoskeletons, because they're done with a multitool in UI
- cardboard IDs, because they're far more than just renaming
Additionally, this fixes:
- Implanter renaming didn't work because a ! was missing
- Clown borg picket sign renaming didn't work because they didn't use
the correct arguments
This'll make it easier to make renameable objects in the future, as
well.
## Changelog
🆑
fix: fixes implanter renaming not working
fix: fixes clownborg picket sign renaming not working
code: brought most unique renaming implementations under UNIQUE_RENAME
/🆑
## About The Pull Request
- Fixes#93416
- Order console displays correct Private/Department order text amounts
## Changelog
🆑
fix: order console correctly differentiates between private & department
orders
fix: order console checkout cart displays correct Private/Department
order text amounts
/🆑
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>