1701 Commits
Author SHA1 Message Date
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
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2026-02-12 23:50:09 -05:00
SmArtKarandGitHub f58b8511f0 Refactors effect_system (#94999)
## 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.
/🆑
2026-02-03 22:23:09 -05:00
Leland KembleandGitHub e5f29ab03c Fixes random slimes not being random & slimes not being revived with the correct icon (#95078)
## About The Pull Request

Random slimes didn't have their type randomized because the check in
`set_slime_type()` that causes randomization is checking for `null`, and
the way this was supposed to be activating was passing `null` through
the `/random` subtype's `Initialize()` arguments, but apparently even if
you pass `null` in the arguments explicitly, default values get
applied(in this case, grey slime). This has been resolved by switching
out `null` for a non-null define.

Also, slimes revived via aheals and probably other stuff would have
their icon reset to grey slime baby, regardless of their actual state,
because `icon_living` was not being set. `icon_living` is now being set
along with `icon_dead`.

## Why It's Good For The Game

fixes #95072
fixes fake grey slimes

## Changelog
🆑

fix: Sources of random slimes will now produce random slimes
fix: Slimes revived via magic will now continue to look as they should

/🆑
2026-02-03 22:15:37 -05:00
FalloutFalconandGitHub 8f1a925afa More abstract types (#95064) 2026-02-03 23:25:31 +01:00
5786289821 [BOUNTY] Dirty quirk (#5186)
## About The Pull Request

Adds a dirty quirk, as requested in a bounty in
https://discord.com/channels/1059199070016655462/1415440129362886727/1415440129362886727.

This quirk does a few things.

1. Walking around, you have a small chance to spread dirt to the floor.
2. If you are barefoot, you track colored footprints that fade out over
7 seconds.
3. If you are attacked, you have a puff of colored, opaque smoke fly off
you. **This cannot be spammed and must be refreshed by digging in
trash.**
4. People around you get a small mood debuff.
5. You get a small examine blurb telling people that you're dirty.

Both the dirt color and flavor text can be customized in the quirk.

If you are cleaned with soap...
1. You scream, flail, and get a -6 mood debuff.
2. **All above effects are disabled.**
3. You can refresh your filth by rummaging in trash

Hygeinebots also always try to clean dirty people.

## Why It's Good For The Game

We have filth goblins on station, and this lets them reflect who they
are mechanically. Its also a small, but minor, way to give janitors just
a bit more things to do - and a small source of conflict where you may
have people running around trying to clean you because god you just
smell so bad.

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


https://github.com/user-attachments/assets/6c627e3f-0874-4609-84e8-d7137628ecf1

</details>

## Changelog
🆑
add: Dirty quirk - spreads dirt, makes everyone annoyed at you, defeated
by soap.
/🆑

---------

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2026-02-02 00:51:17 -05:00
Leland KembleandGitHub 321287dd34 Sheathed weapon counterattack 2: What if the sheath was also a gun (#94780) 2026-01-28 18:46:10 +01:00
Thunder12345andGitHub 232b5013a2 Blood drunk miner bitrunner domain drops the cache correctly (#95005)
## About The Pull Request

Added support for turning basic mob bosses into virtual megafauna. Moved
blood drunk miner's loot dropping behaviour up to /basic/boss to support
this better in future.

Fixes #94878 

## Why It's Good For The Game

It's not very useful if admins have to spawn the cache manually or lose
the time and points spent on the domain.

## Changelog
🆑
fix: The Sanguine Excavation bitrunning domain will drop the cache on
killing the boss again.
/🆑
2026-01-27 11:54:13 -07:00
NiklasNeighborGitHubtgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>Alexis
2dfa70ea48 Adds a bloodwriting ability to the revenant, that functions like an innate red crayon (#5116)
## About The Pull Request
Adds a free ability to the revenant, which allows them to write messages
and draw runes as if they had a crayon. clicking the ability button
opens the crayon menu, and clicking around allows the revenant to draw
what was selected

## Why It's Good For The Game
Encourages roleplay with revenants and gives them something to do if
they can't get their hands on enough corpses

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1848" height="1354" alt="image"
src="https://github.com/user-attachments/assets/379d1bfa-3c18-4574-b51c-6359168e9f3c"
/>


</details>

## Changelog
🆑
add: Added a bloodwriting ability to the revenant that works like a
built-in crayon
/🆑

---------

Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Alexis <catmc8565@gmail.com>
2026-01-21 23:34:28 +02:00
BloopandGitHub 68153c2333 Refactors faction lists to use getters and setters and be cached (#94490) 2026-01-19 04:12:35 +01:00
BloopandGitHub 569c8abc07 Adds an arg to dust() which controls whether it gives a negative moodlet (#94868)
## About The Pull Request

Tin, also changes all the remaining positional args to kwargs.

## Why It's Good For The Game

More flexibility with this proc is good, you might want to dust someone
without giving the negative moodlet

## Changelog

Not player-facing
2026-01-16 17:23:32 -05:00
aedc5bae7a allowed is now signals based instead of hardcoded slots (#94871)
## About The Pull Request

ID cards/MMI mech access/simple mob access/pAIs now use signals instead
of checking specific slots with mob checks. We do this through mob's
``get_access`` proc that collects all access a mob has with a
collect_access signal.

## Why It's Good For The Game

It looks cleaner and we no longer individually check `check_access` for
every single item that may have access. It's cleaner to put it all
together and check in one go with all the access we've got. This also
makes it easier to add items that hold access that aren't necessarily
IDs but you want to be able to open stuff with.

## Changelog

🆑
refactor: ID checking for access has been reworked, please make a bug
report if anything that's supposed to grant access is not working.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2026-01-16 14:16:22 -07:00
JacquerelandGitHub faf2000100 Rust doesn't apply effects to people who aren't touching it (#94733)
## About The Pull Request

Heretic rusted tiles do not apply any effects to things which are
jaunting or inside vents.
They also don't apply any _negative_ effects to things that are flying
(but they do apply positive ones, just because flight is a cool thing to
have earned and it would be sad to lose your bonuses because you have
wings).

I also renamed the element so that it isn't named after the rust passive
(in fact, the rust heretics with that passive don't use the element) and
simply describes what it does, and removed a subtype in favour of just
passing in some arguments.

I also added a trait which bypasses the negative effects of standing in
rust, in case an admin creates a non-heretic creature and gives it rust
healing. They shouldn't have _both_ healing _and_ gain disgust and minor
damage from starting in rust (possibly the heretical harvester was being
effected by this?)

Finally I adjusted the `rust_heretic_act` and `rust_turf` procs to
remove a footgun I saw a developer fall into recently where they didn't
realise that the generically named "rust turf" proc actually assumes a
wizard did it, now if we add anything else that wants to non-magically
rust a turf then it will work the way you expect.
As a side effect this changes the two item sources of rust that heretics
get to actually use rust resistance rather than rusting every turf, I
set them to effect all inorganic turfs as a default.
And finally I noticed that rust heretic ascension was passing
"RUST_RESISTANCE_ABSOLUTE" as a value into its proc which reads `Should
not be rustable. EVER.` in its comment, which smelled like a bug. So I
changed it to just "things which should be rustable ever".

## Why It's Good For The Game

It is the logical way you would expect these things to work;
Heretics crawling in vents or (for instance) using space crawl should
not be healed for touching rust that they aren't touching, as they are
not readily accessible to other players. The idea of the rust healing is
that it's a tradeoff for exposing yourself in a visible "territory", so
you shouldn't be able to avoid it by being in that territory but
untouchable and invisible.
Similarly, players who have gained the ability to fly would not expect
to get sick from flying over rusty flooring. They're out of range.

## Changelog

🆑
balance: Eldritch rusted tiles don't apply their effects to anyone who
is jaunted or in vents, and don't apply negative effects to people who
are flying.
balance: Heretic items which apply rust (grenades and eldritch reagent)
check the rust resistance level of the turf rather than always rusting
it.
fix: Rust Heretics ascending don't rust unrustable turfs, like space
tiles.
/🆑
2026-01-15 12:43:39 +00:00
RoxyandGitHub 0d4938228f Fix CI Failures [IDB IGNORE] [MDB IGNORE] (#5126)
## About The Pull Request

- null all GAGS vars for brass wirecutters as it doesn't use GAGS
- Repath `mothbomb.dmi` so it actually gets deployed with the server
- Generate map icons
- Fix 150+ crafting material parity failures
- Fix airlock lights not working
- Fix certain species missing eyes

## Why It's Good For The Game

Don't like red X

## Proof Of Testing

If this PR is green check then you Know
2026-01-15 00:59:34 -05:00
san7890andGitHub 51a83118b0 Prevents Crusher Achievement Given For Regular BDM Kills (#94847)
## About The Pull Request

On the tin. Whoops. This was supposed to be boss score but I think I was
shuffling stuff around too much and this fell through the cracks.

## Changelog

🆑
fix: Killing Blood Drunk Miner normally should no longer give you a
crusher achievement.
/🆑
2026-01-14 00:18:14 +00:00
san7890andGitHub 8f73588d9a Blood Drunk Miner Basic Boss Refactor - "Similar Enough" Edition (#94728)
## About The Pull Request

I thought megafauna were hard to refactor into simple mobs, and they
kinda are, but also enough work has been done on them through various
refactors (e.g. mob abilities) that it's not _too_ bad, but I didn't
really relish working on it.

Regardless, it's refactored! A few more of the ol' simple mobs flushed
down the toilet, with a bunch more features to make porting over more
`megafauna` to the basic mob's `boss` framework even simpler. There's
some weird patterns that are introduced in here to better fit the old
system's parity, but I don't really mind having done that since it's
more important to get stuff out of the simple mob framework and into
something a bit easier to work with and extend.

Here are all of the changes I can recall having made:

* A lot of the documentation regarding the blood drunk miner did not
actually meet reality. The current refactor reflects what the code was
actually doing, not what was documented.
* The code regarding using the saw's `melee attack chain` stuff wasn't
changed. Sorry but I can't even start to unravel that, I just overrode
the whole attack thing because it's not really incorporable from what I
was finding.
* Basic mobs operate differently than simple mobs, thus this mob will be
"harder" for a shorter amount of time as people are not used to the
current timings/pathfinding behavior/cooldowns/etc. of the modern blood
drunk miner. The overall difficulty didn't feel too different to me in
my playtesting, but changes can certainly be made if someone can tell me
which variable to fix.
* Basic Bosses now appear in the orbit menu as mob POIs, parity with
megafauna
* Basic Bosses can now use the boss music component.
## Why It's Good For The Game

Cleans up the code by incorporating it into a modern framework that
already accounts for a lot of the stuff that was taken for granted 8-9
years ago when this was first implemented, and tries to keep any
possible number the same in doing so. Should be much easier to add new
graphics or overhaul the boss's AI to transform it into something even
more interesting should someone choose to do so.

Let me know if I fucked up with signals/ai behavior patterns/etc.
somewhere as it's been a while since I touched this stuff and I had to
clean out a lot of cobwebs in my brain to get to this implementation.
## Changelog
🆑
balance: Miners Beware: Blood Drunk Miners have been refactored into
basic mobs. This means their timings and such may be a bit more
unpredictable than what you're used to. The difficulty should be about
the same, but do approach with caution lest you get devoured...
/🆑

Hopefully more people can pitch in with refactoring megafauna now... not
too bad anymore after I fixed some of the jank...
2026-01-12 01:36:54 +00:00
SmArtKarandGitHub 71a232f03b Makes lizard skin and lizardskin items inherit their "donor's" skin color (#94751)
## 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
/🆑
2026-01-12 00:29:35 +00:00
Co0kie-GGandGitHub 281436f469 Better AI Cores and Cards (#94693)
## About The Pull Request

Updates IntelliCards and AI Cores to make them look beautiful in the
dark.
Adds an emissive light to them and a slight glow around them.
That's cool!!!

## Why It's Good For The Game

Beautiful displays for AI look cool! 

## Media

AI on IntelliCard. All displays can be viewed in .dmi:
<img width="113" height="114" alt="image1"
src="https://github.com/user-attachments/assets/d8b59888-bad2-4a20-835a-3d9cb2d4860c"
/>

Core:
<img width="146" height="148" alt="image2"
src="https://github.com/user-attachments/assets/13e823df-256b-473f-9fcc-37e344b4c485"
/>
<img width="161" height="159" alt="image5"
src="https://github.com/user-attachments/assets/02363a58-cffd-4e88-93ab-068d03fcb23d"
/>



Other cards:
<img width="111" height="118" alt="image3"
src="https://github.com/user-attachments/assets/09eb5155-1992-4bbb-b54b-e92b0cc46fb5"
/>
<img width="123" height="125" alt="image4"
src="https://github.com/user-attachments/assets/97c10ee0-18e7-49f4-b57f-91cb79fa1a6f"
/>

## Changelog

🆑
add: Glow on AI Сores and IntelliCards
add: New displays on IntelliCards
/🆑
2026-01-07 16:19:09 -07:00
SyncIt21andGitHub 2618cffef3 Replaces micro dosing with volumetric dosing (#94621)
## About The Pull Request
To understand the PR we should first define what is micro dosing &
volumetric dosing

- **Micro dosing:** The reagent effects are **independent** of the
volume of reagent metabolized and are constant every tick, so the effect
you get from metabolizing 0.01u of a reagent is the same as metabolizing
1u of a reagent
- **Volumetric dosing:** The reagent effects are **dependent** on the
volume of reagent metabolized per tick, so the effect you get from
metabolizing 0.01u is much lower compared to metabolizing 1u of a
reagent which is much higher

This PR replaces **micro dosing** with **volumetric dosing** so if you
increase metabolization rates and absorb more reagents you get higher
effects from that reagent & vice versa for lower metabolization rates.

With that lets ask the core questions

**How does this affect present reagent values?**

_This PR scales all reagent effects such that even if it has a lower
metabolization rate the value is the same as before but will still scale
with reagent volumes & mob metabolization levels_

Under normal circumstances most reagents metabolize at 0.4u of reagent
per tick so as long as this value isn't changed by cybernetic body parts
or other reagents you will get the same values as before and won't
notice anything different in normal gameplay.

However, if you do get enhanced body parts like a cybernetic
liver/stomach or use reagents with metabolization rates different from
0.4u you will now get more/less affects depending on how much reagent is
consumed. Here is an example

Consider Syriniver this is how the formulae look like.

```dm
adjust_tox_loss(-1 * metabolization_ratio * seconds_per_tick, updating_health = FALSE, required_biotype = affected_biotype)
``` 

as long as 0.4u of it is metabolized every tick you get 2 tox loss
healing which is the same as before. However, this time if you
metabolize 0.01u of the reagent you get only 0.1 tox loss healing. If
you metabolize 1u reagent per tick, then you get 5 tox loss healing

**What about cigarettes?**
Unaffected. The amount of reagents injected into a mob per tick **does
not** affect the rate at which it is metabolized. Even if you have like
10u of cigarette reagents within you, if you are metabolizing just 0.4u
of it every tick then nothing changes

## Why It's Good For The Game
- Volumetric dosing is realistic. If you metabolize more reagent you
should be getting more benefits and lesser volumes should yield lesser
affects
- Microdosing is an exploit that should have been patched a long of time
ago because it encourages people to put in minimal effort to produce
just 0.01u of reagent to get maximum affects. This coupled with slower
metabolization rates leads to unbalanced higher reagent effects for
longer periods of time.
- This PR address the core issue in #93991 which is heal all patches.
Plumbing was gutted in an unnatural way by making the plumbing iv
drip/output gate/pill press behave essentially as mini reaction chambers
by filtering just 5 reagents. With this heal all patches are nerfed
based on the number & now volume of reagents you can put in a patch, so
its concern is addressed. If this does get merged, we can hopefully
revert it and make plumbing great and behave like large factories again
<img width="914" height="230" alt="Screenshot (532)"
src="https://github.com/user-attachments/assets/96467fad-b32f-409a-a1e8-2a92b8ff6565"
/>


## Changelog
🆑
fix: probability reagent affects scale correctly
balance: reagent affects now scale with the volume of reagent
metabolized meaning lower metabolization rates (from like cybernetic
organs) yield lower effects & higher rates yield higher effects
/🆑
2026-01-07 00:14:54 -05:00
SmArtKarandGitHub 0f2a1dd6a3 Adds raptor growth progress bar to RaptorDex (#94659)
## About The Pull Request
Players can now check their chick's/youngling's growth progress via the
RaptorDex item or app

## Why It's Good For The Game

Currently there's no way to know how much food you need to feed to your
raptor to advance their growth, which can cause confusion among newer
players.

## Changelog
🆑
qol: Added raptor growth progress bar to RaptorDex
/🆑
2026-01-04 11:44:51 -07:00
JacquerelandGitHub d71fd7bfb1 Fix some Guardian bugs (#94715)
## About The Pull Request

Fixes #94699
This resolves two long-standing bugs where Support holoparasites could
heal their hosts while recalled, and Dextrous holoparasites could use
items on their hosts while recalled.
However because these bugs have been present _at least_ since the basic
mob refactor (I suspect I accidentally introduced them, although they
may even predate that) I've marked this as a balance update. What do I
care about GBP anyway.

In addition I've fixed two more visual bugs;
Gaseous Holoparasites now use a particle holder instead of setting
`particles` on the mob directly, which fixes a visual issue where the
particles would persist if you cancelled them via recalling and might
trick you into thinking you were still emitting gas after manifesting
again.
I also forced the health hud to update upon spawn, because as-is until
your host took any damage or healing it would just look like an empty
box hovering on your UI.

## Why It's Good For The Game

Support Guardian healing you could argue is a feature, but personally I
don't think that being constantly healed by your buddy in a way that
nobody can possibly prevent could have been intended, and if we _want_
to canonise it then it should be done in a way that it's a passive
effect of being recalled and not an effect of spamming right click.

Dextrous Guardians being able to use items while recalled was much more
clearly a bug; Dextrous Guardians drop all items when they recall and it
was an oversight that they could just put an item on their belt and get
it out while recalled, then freely use it on their host (but nothing
else, from inside the host that's the only thing in their range). The
reasoning that this is bad is pretty much the same as for the Support
guardian, except more so because it can use the instant full heal staff
or any other similar item.

## Changelog

🆑
balance: Support Guardians cannot heal their owner while recalled.
balance: Dextrous Guardians cannot use their hands while recalled.
fix: Gaseous Guardian particles will correctly dismiss when you recall.
fix: Guardian health hud will display the correct value when you are
first summoned.
/🆑
2026-01-04 11:43:23 -07:00
Tad HardestyandGitHub 4d7b9be4a2 Fix a variety of grammar errors (#94707)
* Fix uncapitalized sentences, lack of "the", and singular/plural mixup
when inserting items into lathes
* Conform some job descriptions to the pattern used by the majority:
bitrunner, chemist, coroner, janitor, RD, shaft miner
* Remove extra colon from "Open Special Role Information" action buttons
* Uncapitalize "no alerts" / "systems nominal" messages in atmos and
station alert consoles
* Fix incorrect feedback when wrenching down a freezer/heater with its
panel open
* Fix "Thank you for restocking the station!" appearing in the wrong
place in the cargo export summary
* Fix "pizza boxs" on cargo manifests
* Fix mid-sentence capital "The" when:
  * Examining walls with mounted items
  * Inserting parts into machine frames
* Fix "Pete's the udder"
* Fix double-"the" and stringified datum typepath when scooping reagents
* Fix missing spaces in door remote descriptions
* Fix uncapitalized "Nanotrasen" in emergency respone drone ghost role
poll
* Fix double-space in canister opening admin log
* Fix missing "the" when casting bear-form spell
* Fix "auxiliry" in NebulaStation airlocks
* Add `check_grep.sh` rules against "maintainance", "maintainence", and
"maintenence"
* Fix "maintainance" in NebulaStation airlocks, TCG cards, and in
examines of netpod, byteforge, quantum server
* Fix "maintainence" in examines of autolathe, flatpacker, cryo cell,
ore silo, floodlight, power storage unit, turbine, chromatography
machine, ChemMaster, all-in-one grinder, smoke machine, R&D machines,
vending machines
  * Fix "maintenence" in Sulaco ruin terminal
* Add missing periods to:
  * "That's X." examine block header
  * steal objective explanation text
  * atmospheric shield generator examine
  * autolathe examine
  * telescreen examine
  * accidentally stepping on a mousetrap
  * netpod examine
  * byteforge examine
  * hat/mask visor toggling
  * bizza box stack examine
  * ChemMaster 3000 examine
  * floodlight examine
  * power storage unit examine
  * ChemMaster interact messages
  * disposal bin animal eject message
  * techfab examine
  * vending machine examine
  * flatpacker examine
* Fix name capitalization/propriety of:
  * big manipulator
  * DeForest first aid station
  * Christmas tree
  * Thunderdome plaque
  * commission plaque
  * chalkboard coffee menu
  * experimental destructive scanner
  * scanner array
  * prison cube
  * RaptorDex
  * atmospheric shield generator
  * high-performance liquid chromatography machine
  * all-in-one grinder
  * keycard authentication device
* Fix plurality of:
  * fake stairs
  * HUDs
  * restaurant and bar seating
* Fix misc grammar/typos in:
  * recharging station description
  * worm description
  * surgery tray description
  * access failure message of restaurant portal
  * mysterious pillar description
  * Pennywise painting description
  * floodlight examine
  * power storage unit examine
  * flatpacker examine
* Remove extra newline from "Debug Z-Levels" verb
2026-01-03 21:34:59 -07:00
53ed83bb9d Makes some more lists lazy (#94388)
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-12-28 19:57:42 +01:00
SyncIt21andGitHub 7c5ef1cfb8 Removes unused parameter times_fired from mob procs (#94590)
## About The Pull Request
What it says on the tin. `times_fired` is the most unused parameter in
all mob procs. I say most because there were just 2 cases where it was
used
- handling breathing
- handling heartbeat

Besides these 2 cases this parameter did nothing in every proc. Removing
it does 2 things
- Makes those procs more readable as it now has 1 less parameter that
was documented poorly and did nothing
- Makes those procs slightly faster as we are passing 1 less variable to
its parameter call stack

It can easily be substituted with `SSmobs.times_fired` which was its
original value anyways

## Changelog
🆑
code: removes an unused parameter `times_fired` from mob life procs.
Making them function slightly faster
/🆑
2025-12-26 09:51:33 -05:00
SyncIt21andGitHub 468b351b86 Axes grind & juice vars into procs (#94592)
## About The Pull Request
Inspired by #94233. `grind_results`(list) & `juice_typepath`(typepath)
are only used when grinding & juicing after which the atom is deleted.
This means if that object is not processed these vars occupy memory &
don't do anything.

Now these values are only generated on demand by calling their
respective procs. Considering how these vars are on the obj level the
memory savings are quite significant

## Changelog
🆑
refactor: grinding & juicing have been refactored to occupy low memory.
Report bugs on github
code: improved grinding & juicing code
/🆑
2025-12-25 20:40:35 +01:00
John WillardandGitHub 41f34c2a86 Adds tgui color picker (#94313)
## About The Pull Request

Ports https://github.com/Monkestation/Monkestation2.0/pull/1231 which is
a port of https://github.com/BeeStation/BeeStation-Hornet/pull/9417
which is a port of https://github.com/omgovich/react-colorful/
Also a port of
https://github.com/effigy-se/effigy/blob/main/tgui/packages/tgui/interfaces/effigy/ColorPickerModal.tsx
for hex color presets

Admin stuff got excluded (pref-like picker, filterrific, get-variables)



https://github.com/user-attachments/assets/7069bef9-81cd-4636-bf68-cbad227ef09e


## Why It's Good For The Game

It's one of the only input areas that still doesn't use TGUI, leaving
darkmode players flashbanged every single time a color selection UI is
opened. This is also just visually great and I think a big upgrade from
byond's.

## Changelog

🆑 omgovich, itsmeow, Absolucy, JohnFulpWillard, jlsnow301, TealSeer,
lessthnthree
add: Color selection panels now use TGUI (If you have TGUI enabled in
settings).
/🆑
2025-12-21 16:18:34 -08:00
MrMelbertandGitHub 0c3b1b8364 Removes Plasmeme innate damage vulnerability, replaces it with demolition vulnerability (#94328)
## About The Pull Request

Splinter of #94324

Plasmamen no longer take 1.5x brute and burn damgae
Plasmamen are now affected by demolition modifier, meaning they take
less damage from sharp objects and more damage from blunt objects

Skeletons and golems are also affected by demolition modifier

## Why It's Good For The Game

As a part of #94324 I was making `MINERAL` mobs affected by demo mod
But I realized this would absolutely murder the heck out of Plasmamen!
1.5x brute + another 1.25x brute from blunt objects!
But then I realized "wait that kinda makes sense... a lot *more* sense
than the arbitrary damage modifier"
So here we are

Plasmemes are as vulnerable to being smashed to bits as before, but can
now boast a minor resistance to being stabbed due to their lack of
fleshy bits

This feels a bit more appropriate to their skeletal nature without
completely removing that aspect of their character. It also gives them a
very minor upside (they need it)

## Changelog

🆑 Melbert
balance: Plasmamen no longer take flat 1.5x brute and burn damage
balance: Plasmamen are now affected by weapon demolition modifier,
meaning blunt attacks deal more damage but slashing or piercing deal
less damage
balance: Skeletons and Golems are also affected by weapon demolition
modifier, as well as any mineral type mobs (of which none currently
exist)
/🆑
2025-12-19 18:47:55 +00:00
MrMelbertandGitHub bfdb237612 Spooky Scary Supreme Surgery (Rework) (#93697) 2025-12-19 18:42:58 +01:00
JacquerelandGitHub f351fcc3e7 Clowns take a couple of seconds to realise they're about to fall into chasms (#94527)
## About The Pull Request


https://github.com/user-attachments/assets/efaddb45-d3f4-4f90-acda-746c2364ac96

If someone with `TRAIT_NAIVE` walks into a chasm they will hang there
for 3 seconds before falling.
This does not give them the opportunity to save themselves because they
are completely unable to take action at this time, but in the extremely
unlikely event that someone throws a bluespace tomato at them then they
will miraculously survive.

This is maybe a bit of a stretch for `TRAIT_NAIVE` (although I guess
it's naive behaviour to not realise that you walked off a cliff?) which
has otherwise remained pretty clean in terms of "it makes you mistake
dead things for sleeping things" but I didn't want to make a new trait
and apply it to everything that has `TRAIT_NAIVE".

Also this gives clown basic mobs `TRAIT_NAIVE` which they apparently
didn't already have, so now sapient clown mutants can happily put the
other crew members to sleep instead of killing them.

## Why It's Good For The Game

<img width="700" height="393" alt="image"
src="https://github.com/user-attachments/assets/689b9f9a-bc86-4777-947e-e9d8f9fd4eb9"
/>

It's a classic bit, gives the clown time to say something that isn't
very funny.

## Changelog

🆑
add: It takes a little bit longer for clowns to realise that they're
about to die when they enter a chasm
/🆑
2025-12-19 10:16:32 -05:00
Kaltf4andGitHub 0fd88db62a Fixes black raptors not hatching from eggs with 6+ color inheritance. (#94513)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Fixes issue #94484 , where black raptors don't spawn from eggs with 6 or
more inherited colors.
The fix is done by changing a check against "==
length(GLOB.raptor_colors))" to ">= (length(GLOB.raptor_colors) - 1))".
Let me know if I should go back to the drawing board, here.

Benefits of this approach:
- Fixes the base issue; if red, green, purple, yellow, white, and blue
raptors are cross-bred, black raptors can be guaranteed.
- Offspring of black raptors will now also be guaranteed black raptor
spawns.

Drawbacks and risks of this approach:
- Doesn't do much for extensibility if more rare raptor colors are to be
added.
- May make black raptors too accessible, especially since one black
raptor means all future breeding attempts will also result in a black
raptor.
- Introduces an issue in which a black raptor can be guaranteed from 5
non-rares and 1 black raptor. I figured this wouldn't be considered a
problem from the player perspective.
- I'm not a professional coder, so I may have missed some obvious
issues.


## Why It's Good For The Game

If I interpret the description in PR #93564 correctly, black raptors
were originally intended to hatch from eggs that had all six raptor
colors besides black. (The exception: If there was a color combination
that guaranteed a specific resulting color, the guaranteed color would
still take precedence.)

This allows Black Raptors to be an achievable goal beyond breeding as
many raptors as possible and hoping for the 1/199 chance to hit.


## Proof of Testing

<img width="439" height="133" alt="RaptorFix"
src="https://github.com/user-attachments/assets/79507355-34ec-4a97-b586-37653229a2d8"
/>

Verified:
- Non-guaranteed combos result in a black raptor if the inheritance list
is 6 or higher
- Includes the offspring of black raptors hatched in this way
- Same-color pairs, even with 6+ inheritance colors, will result in a
hatchling of the same color
- Guaranteed-color pairs, even with 6+ inheritance colors, will result
in a hatchling of the guaranteed color
- Black raptors **don't** have guaranteed or likely spawns if the
inheritance color list is less than 6 in length


## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
fix: When all six non-rare colors of raptor are cross-bred, a black
raptor now consistently spawns (unless a guaranteed color-combo
supersedes it).
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2025-12-16 21:52:21 -05:00
nevimer 6e9f2ccfc0 Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts:
#	.github/workflows/compile_all_maps.yml
#	.github/workflows/run_integration_tests.yml
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/_onclick/hud/credits.dm
#	code/controllers/subsystem/networks/id_access.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/game/machinery/doors/door.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/antagonists/malf_ai/malf_ai_modules.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/loadout/categories/accessories.dm
#	code/modules/loadout/loadout_helpers.dm
#	code/modules/loadout/loadout_items.dm
#	code/modules/loadout/loadout_preference.dm
#	code/modules/mob/living/silicon/robot/robot_defense.dm
#	code/modules/mod/mod_theme.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/reagents/reagent_containers/cups/drinks.dm
#	code/modules/shuttle/mobile_port/variants/supply.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -05:00
SmArtKarandGitHub 4bf8fac8e3 Fixes illusions not fleeing their targets and runtiming in place (#94476)
## About The Pull Request

They did not have the fleeing targeting behavior assigned, hence they
failed to do anything and runtimed in place

## Changelog
🆑
fix: Fixed illusions not fleeing their targets and runtiming in place
/🆑
2025-12-15 10:11:21 -07:00
1561203950 Adds Effects to the Death of Customer Robots and Mech Wreckages (#94391)
## About The Pull Request

A first, small change so that robot customers and mech wreckages produce
robot debris upon being killed/destroyed, rather than simply deleting
themselves. Customers, in specific, will undergo a similar gibbing
process as real borgs: sparking and scattering robot debris without the
animation. Wreckages, instead, will make a large noise, shake the camera
of close people, and collapse into a single robot debris (as it was
already mostly destroyed by this point).

## Why It's Good For The Game

The destruction of these two entities is otherwise underwhelming when
they disappear into the aether with little fanfare. Also provides the
chef and janitor with another thing to get mad about when John Assistant
throws sharp sticks at the kitchen's customers.

## Changelog
🆑
add: Robot customers and mech wreckage destruction are messier. Bring a
mop!
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2025-12-12 19:07:45 -07:00
krookodilehunterandGitHub 692e292a5f Enables wirecutters to be recolored before buying (#94425)
## About The Pull Request
Wirecutters already had the GAGS to be recolorable; this just enables
players to actually recolor them before purchasing, just like
screwdrivers. This doesn't affect printing them from any of the lathes.
(Big thanks to MrMelb for walking me through this)
## Why It's Good For The Game
Screwdrivers are recolorable, why not wirecutters too?
## Changelog
🆑
qol: Wirecutters are now recolorable when purchasing from a vendor
/🆑
2025-12-12 18:46:53 -07:00
SmArtKarandGitHub 606842cee3 Fixes purple raptors' wings action background (#94426)
## About The Pull Request

The action used the black square sprite as the background was not set.

## Changelog
🆑
fix: Fixed purple raptors' wings action background
/🆑
2025-12-12 18:45:46 -07:00
Leland KembleandGitHub 7568318a2f Prevents revenant objectives being targeted at jobs that are not there (#94398)
## About The Pull Request

Prevents the two specifically-targeted revenant objectives, "Make the
[captain/clown] as miserable as possible", from being chosen unless
someone holds one of those titles. Acting captains are also allowed.

## Why It's Good For The Game

Your one objective being some guy who may or may not ever be hired is
lame.

## Changelog
🆑

fix: Revenant objectives can only target people that are actually
present

/🆑
2025-12-10 20:33:23 +00:00
NickandGitHub b6b15f1b91 Makes Mjor The Creative and his underlings are Spaceproof. (#94317)
Makes mjor the boss of the paperwizard spaceproof and his underlings

## Why It's Good For The Game

Mjor is a very hard fight to begin with. but never fought in its
intended way and always end in the following two scenarios.

1 leading him out to space/let atmos drain out to kill him
2 your a changeling or have some other cheesy revive tactic to kill it.

Realisticly since this is being in space and your alone you are probaly
not gonna kill it unless you have somebody back you up and even then it
gives a run for your money

## Changelog
🆑 Ezel
balance:Mjor the Creative saw trough your crafty tactics and he and his
creations no longer takes damage from space
/🆑
2025-12-10 20:27:54 +00:00
1b00ade33f (2) Reduce repair bot health (#94360)
## About The Pull Request

Previous PR - https://github.com/tgstation/tgstation/pull/94300

100 -> 35

## Why It's Good For The Game 

100 hp is inconsistently tanky compared to other bots
going off a cleanbot's hp (25) - add 10 extra hp for leeway due to
repairbots working in work hazards

## Changelog

🆑 ArchBTW
balance: repairbot hp 100 -> 35
/🆑

---------

Co-authored-by: glue0000 <230859540+glue0000@users.noreply.github.com>
2025-12-07 19:50:49 +00:00
GhomandGitHub 043677c6f6 Storing objects with slowdown in a backpack or belt (or any such storage) now properly updates your speed (#93967)
## About The Pull Request
Another one of those things that I've noticed when playing around with
fish tanks; The slowdown lingered even when the fish tank (which depends
on the total weight of fish inside it) was no longer held and was only
updated another item is equipped or held.

This is because `attempt_insert` doesn't end up calling `DoUnEquip`,
which along with `equip_to_slot`, is one of the cornerstones of the
whole inventory system that we have had for over a decade. Luckily, this
doesn't break things entirely because `item/doMove` seems to have a
fallback, but it only covers held items and only does half of what
`DoUnEquip` does, because it's its own copypaste code, disconnected from
the standard unequip call stack.

I've done some changes to make sure `DoUnEquip` is always called on
`doMove` if we find that the item still has the IN_INVENTORY flag. I've
also updated the code comment for it as well, to emphasize that the
measure is a fallback and not an excuse to call forceMove or Move if we
know that the object is held or equipped on a mob.
If something doesn't work, it'll be likely caught by the CI (it's a core
feature of the game after all) or stack traces.

Also, despite equipment slowdown supporting all mob types, when
equipping/unequipping items it's only applied to carbon mobs. This is
not _strictly_ a contributing factor to the titled issue but it still
limits a balance feature that ought to affect all mobs with hands and/or
equipment slots.

## Why It's Good For The Game
Fixing issues with inventory and storages. Hopefully improving and
modernizing years old code a little.
2025-12-04 17:40:16 -06:00
GhomandGitHub 0b0c5ea91e Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## 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.
/🆑
2025-12-02 18:29:01 -05:00
2da74f95c0 Hygienebot extinguishes you (#94253)
## About The Pull Request

Hygiene bots now extinguish mobs when they wash them.

## Why It's Good For The Game

You're being doused with a liquid, how is your cigarette still burning?

## Changelog
🆑
add: Hygiene bots now extinguish when cleaning.
/🆑

Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
2025-12-02 01:00:19 -05:00
FalloutFalconandGitHub c04168e81f Standerdizing currency symbols (Part 1?) (#94128)
## 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"
/>
2025-11-30 13:50:20 -06:00
nevimer baf3837ae8 Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm
#	_maps/RandomRuins/SpaceRuins/garbagetruck2.dmm
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	code/_onclick/hud/new_player.dm
#	code/datums/components/squashable.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/datums/diseases/chronic_illness.dm
#	code/datums/status_effects/buffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/stamcrit.dm
#	code/game/machinery/computer/crew.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/wall_mounted.dm
#	code/game/turfs/closed/indestructible.dm
#	code/modules/admin/view_variables/filterrific.dm
#	code/modules/antagonists/heretic/influences.dm
#	code/modules/cargo/orderconsole.dm
#	code/modules/client/preferences.dm
#	code/modules/events/space_vines/vine_mutations.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/carbon/human/death.dm
#	code/modules/mob/living/carbon/human/species_types/jellypeople.dm
#	code/modules/mob/living/damage_procs.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mob_spawn/mob_spawn.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/projectiles/guns/ballistic/launchers.dm
#	code/modules/projectiles/guns/energy/laser.dm
#	code/modules/reagents/chemistry/machinery/chem_dispenser.dm
#	code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/medicine_reagents.dm
#	code/modules/surgery/healing.dm
#	code/modules/unit_tests/designs.dm
#	icons/mob/inhands/items_lefthand.dmi
#	icons/mob/inhands/items_righthand.dmi
#	tgui/packages/tgui/interfaces/ChemDispenser.tsx
2025-11-29 22:49:21 -05:00
CirrialandGitHub 31d4eb04f1 Fix Stoat Steal Behaviour (and some other AI stuff hopefully) (#94153)
## About The Pull Request

Two main things. 

Multiple instances of use of a proc in AI controllers seemingly assuming
the default behaviour will work for them, but what ends up happening is
`search_tactic` gets redefined and redefined with no defaut search range
parameter, so nothing ends up passed to the `search_tactic` child procs,
so they all call `oview` with `null` and this... somehow doesn't
runtime? Has behaviour that works some of the time??? I hate this
fucking language. Anyway.

Stoat steal items behaviour was completely broken and apparently was not
tested once since it was merged in. I've made the corrections I can, but
I haven't figured out why stoat AI never enters idle, so we have a
behaviour that leads to the stoat running up to an item, grabbing it,
and then just staying there, unmoving. I've sunk too many hours into
this, I'm just going to call it fixed and let someone else figure out
what exciting additions there need to be to a behaviour that was never
functional in the first place.

## Why It's Good For The Game

i don't know man i just want the pain to stop 

okay, generally speaking, when people write AI behaviours, they want
those AI behaviours to do something and not just silently fail for six
months or longer

## Changelog
🆑
fix: Stoats have a chance to try and grab items like they always should
have.
/🆑
2025-11-28 13:35:53 +02:00
Joshua KidderandGitHub 7a3ad79506 All camelCase (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case. UNDERSCORES RULE! (#94111)
## 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!
/🆑
2025-11-27 15:50:23 -05:00
FalloutFalconandGitHub cee8aae62d More /living/ abstract_types (#94092) 2025-11-27 06:24:16 -07:00
san7890andGitHub 8400284868 Illusion Basic Mob Refactor (#93860)
## About The Pull Request

Another relatively simple simple_mob to basic mob refactor. I wish more
people were doing these since I was saving these for people to get their
feet wet, but I think it's better to pivot away from that and just have
only the gargantuan ones outstanding (since those ones are pretty much
their own framework).

I also delayed this one because we didn't actually have the AI framework
available 1-2 years ago for this to be seamless and easy, but now we
have easy fleeing functionality so that's an easy plug and play.

This rework contains the following:

* General code readability changes and standardization (i.e. removing
single letter vars, `SECONDS` defines)
* Moves more stuff to subtypes instead of having it be on parent
* Removes the necessity for define "attack modes", that's on subtypes
now
* Fixed instances where args weren't defined. I think cult apparitions
via the mirror shield have been much weaker than what they were
originally intended to, so I changed it to what I thought was correct. I
can change the health to be down but it really doesn't make sense as a
lot of the args were not standardized (ideally we would have more
subtypes). I can change this back to the original arg order, let me
know.
* Clones now replicate on damage taken as well as when they attack. I
wanted to tweak this around more but this was originally added since I
confused myself, but it gave a more realistic mitotic effect I liked
more for the replicating clones.
## Why It's Good For The Game

If we want more flamboyant mirage escapes or sneaky clone AI behavior,
it is now far easier to implement. It's very simplistic at the moment
but is pretty much fully featured and representative of the simple mob
version of illusions. They were already laden to the item/mob that was
spawning them in anyways, so this is really the most simple stuff we got
going on.

I tested this with the mirage grenade, reactive stealth armor, and the
mirror shield. I have no clue how the heretic stuff works but it appears
to be a really simple framework plug-and-play so no real worries there I
think.
## Changelog
🆑
refactor: The Cult of Nar'Sie realized that they were installing the
mirrors on their mirror shields the wrong way around, thus altering the
makeup of their mirror clones health, damage, and re-replicability.
refactor: In response to the recent updates in clone magic, Nanotrasen's
Stealth Reactive Armor should now generate more convincing clones.
/🆑
2025-11-26 13:02:00 +11:00
John WillardandGitHub ca092ce7d8 Headslugs are now small (#94088)
## About The Pull Request

Headslugs now go under mobs and tables, and mobs walk through them. They
were also made small sized, so they can now enter da vim.

I assume this is fix because they are clearly small mobs, but I can see
how this might be balance if a maint wants to switch tags.

## Why It's Good For The Game

Like alien larva these are small mobs and I think they should reflect
this in not treating them like a full dense mob. Also da vim.

## Changelog

🆑
fix: Headslugs are now small.
/🆑
2025-11-24 19:13:57 -07:00
d76d2f5438 Laser Gun Update: Deep Lore, Gun Variety, Pew Pew (#93520)
## 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>
2025-11-20 22:21:16 -05:00
FalloutFalconandGitHub 5eeb3e4d53 makes xenobio stuff use interact_with_atom (#93918)
## About The Pull Request
Makes slime potions, injector, and cookies use item_interaction.
generizices behavoir that potions typed under
`obj/item/slimepotion/slime/` only affect slimes, moves the handful of
potions that did not do that out of that type.
removed a random type casting for slime cookies to verify there human
before it checks for `TRAIT_AGEUSIA` as there is no reason other mobs
wouldn't be able to taste it.
do to the refactor you wont "bash" a lot of items if the interaction
fails.

## Why It's Good For The Game
<img width="439" height="68" alt="image"
src="https://github.com/user-attachments/assets/f398fb6c-8cbd-4092-9a64-8cccce87f8b6"
/>
2025-11-20 19:06:23 -06:00
SmArtKarandGitHub 05715bd021 Fixes purple raptors being unusable by winged species (#93983)
## About The Pull Request

Closes #93888
Copypaste strikes again, this doesn't make much sense to have here.

## Changelog
🆑
fix: Fixed purple raptors being unusable by winged species
/🆑
2025-11-18 17:27:32 -07:00