## About The Pull Request
These speedloaders were repathed in a previous upstream, but because we
had subtypes of the old paths that weren't updated during the upstream
pull, using the parent type paths wouldn't cause errors, it'd just fail
silently.
## Why It's Good For The Game
Fix
## Proof Of Testing
No
## About The Pull Request
- Fixes#93220
Someone mapped a generic structure and hardcoded the icon states to use
the old turbine. This replaces the old structure with the real turbine.
## Why It's Good For The Game
Consistency.
## Changelog
🆑
map: Replace snow cabin gateway geothermal generator with real turbine
/🆑
## About The Pull Request
Gets, yet again, more granular with multiload capabilities, by
introducing `AMMO_BOX_MULTILOAD_OUT_LOADED`; ammo boxes flagged with
this can speed-load ammo boxes that are currently inside another gun,
like revolver cylinders or internal magazines.
To accomodate for this, the previous flag that covered this,
`AMMO_BOX_MULTILOAD_OUT` can no longer speedload into currently loaded
magazines (e.g. internal magazines, including revolver cylinders).
Also implements a base type for speedloaders, moving .38 and .357
speedloaders along with .310 stripper clips to this type, instead of
being ammo boxes. Also features an UpdatePaths script for mappers, which
is why there's so many files touched - repathing is a pain.
Also also adds fancy types for ammo boxes, magazines, and speedloaders,
which isn't particularly player-facing.
Also also also makes the lionhunter ammo strip for the lionhunter rifle
visually three rounds only instead of being perpetually half-full (or
half-empty, depending on your pessimism).
## Why It's Good For The Game
The hypothetical case of "ammo box that holds shotgun ammo" should
probably... not... teleport as much of its ammo as possible into a
tube-fed shotgun, but should probably still be okay at reloading
magazines that actually go into shotguns. Or something.
More relevant, reloading BR-38 magazines with speedloaders, while funny,
probably also shouldn't be teleporting in six fresh rounds.
## Changelog
🆑
balance: General ammo boxes (not speedloaders, not stripper clips) can
no longer multiload into currently loaded magazines (revolver cylinders,
internal magazines).
balance: Speedloaders are now a separate type from ammo boxes, and can
only multiload into currently loaded magazines e.g. revolver cylinders.
qol: Ammo boxes, magazines, and speedloaders now have fancier types for
spawning in by admins.
sprite: Lionhunter ammo clips are visually smaller now.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
**1. Qol**
- Air sensors(maploaded & hand crafted) now auto connect to any input
ports & output valves that are within a 4 tile radius from it meaning
there is no need for these ports to have unique IDs attached to them &
you don't need a multitool to link them together if you first placed
those ports & then placed the air sensor close to them
- Atmos control monitors now finds all air sensors that are closest to
it within the same z level meaning you can have/place multiple air
sensors of the same type on the same z level & the monitor will locate
them correctly without any ambiguity
**2. Refactor**
- Removed var `chamber_id` from both injectors & vents meaning you don't
need to have unique ids assigned to them. As long as mappers/players put
them within 4 tile radius from the air sensor it will auto connect to
them
- Removed var `GLOB.map_loaded_sensors`
## Changelog
🆑
qol: hand crafted air sensors now auto connect to input & output ports
if they are located within a 4 tile radius from it
qol: atmos control monitors now locate all air sensors nearest to in on
that same z level meaning you can have multiple air sensors of the same
type on the same map
refactor: refactored how air sensors & atmos monitors connect to each
other. Please report any atmos computers that have missing input
valves/output ports on their connected air sensors or those that don't
list any air sensors at all on github
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
<!-- 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
This is for a downstream, I do not think that this should be re-enabled
for tgstation and I think it should stay disabled for tg.
## Why It's Good For The Game
fixes a 50 gragillion year old issue
https://github.com/tgstation/tgstation/issues/79993 which i dont think
was an issue- but bigger issue is that every single tile on caves.dmm is
just var-eddited so this removes those var-eddited tiles and just makes
the atmosphere normal, this also removes a few things such as
HE grenades -> Frag grenades
Plasma fist -> Krav maga gloves
soulstone shard -> purified soulstone shard so people cant make
artifical cults
Along with this- it also fixes a bunch of issues caused by atmospheric
differences on roundstart tiles.
## 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: fixed caves.dmm's runtimes for a downstream
/🆑
<!-- 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. -->
## About The Pull Request
an update paths to convert `/turf/open/space : /turf/open/space/basic`
## Why It's Good For The Game
From what i can tell there is 0 reason to use non-basic space turfs in
maps and this should be a free <sub><sup>*micro micro micro
micro*</sub></sup> optimization. consistency and avoiding confusion on
which one to use
## Changelog
🆑
map: converts all non-basic space turfs to space/basic
/🆑
(cherry picked from commit 2f932ccc88)
## About The Pull Request
an update paths to convert `/turf/open/space : /turf/open/space/basic`
## Why It's Good For The Game
From what i can tell there is 0 reason to use non-basic space turfs in
maps and this should be a free <sub><sup>*micro micro micro
micro*</sub></sup> optimization. consistency and avoiding confusion on
which one to use
## Changelog
🆑
map: converts all non-basic space turfs to space/basic
/🆑
## About The Pull Request
Adds a number of new capabilities to glitter.
- It can be any colour.
<img width="657" height="398" alt="image"
src="https://github.com/user-attachments/assets/60e80c04-8eee-470c-8953-47f6eda9f83e"
/>
- It can be made in chemistry and dyed by combining it with acetone and
other reagents to give it the average colour of the non-glitter,
not-acetone reagents.
- Multiple colours can be mixed into one reagent datum, randomly
depositing a colour from those in the datum on the floor.
<img width="554" height="507" alt="image"
src="https://github.com/user-attachments/assets/9cc7d1d5-9bec-4b28-af06-310ffb24de49"
/>
- Anyone with glitter reagent in them will cough glitter onto the floor
- Glittery crates will leave a trail of appropriately coloured glitter
when moved
<img width="960" height="259" alt="image"
src="https://github.com/user-attachments/assets/71cc1176-23f9-4ae7-b500-1744b752c014"
/>
Resprited glitter to support these changes and make it not look like gas
(or ass).
## Why It's Good For The Game
It looks cool and raises the bar for chemists maximally pissing off the
janitor as they fill a room with multicoloured glitter and all the
occupants run off to cough more up all over the surrounding area.
## Changelog
🆑
add: Glitter can now be made from plastic polymers and aluminium.
add: Plastic polymer can be made at any temperature, and then heated to
produce sheets.
add: Glitter can now be made any colour, mix 10 units each of glitter
and acetone to change its colour to that of the other reagents in the
beaker.
add: Mixing different colours of glitter will cause a random selection
of those colours to appear on the floor when released.
add: Being exposed to glitter in reagent form causes you to cough up
more glitter onto the floor
add: Dragging glittery crates will now spread a trail of glitter and
angry janitors behind them.
image: Added new glitter sprites (that don't look like gasses)
/🆑
## About The Pull Request
Adds a number of new capabilities to glitter.
- It can be any colour.
<img width="657" height="398" alt="image"
src="https://github.com/user-attachments/assets/60e80c04-8eee-470c-8953-47f6eda9f83e"
/>
- It can be made in chemistry and dyed by combining it with acetone and
other reagents to give it the average colour of the non-glitter,
not-acetone reagents.
- Multiple colours can be mixed into one reagent datum, randomly
depositing a colour from those in the datum on the floor.
<img width="554" height="507" alt="image"
src="https://github.com/user-attachments/assets/9cc7d1d5-9bec-4b28-af06-310ffb24de49"
/>
- Anyone with glitter reagent in them will cough glitter onto the floor
- Glittery crates will leave a trail of appropriately coloured glitter
when moved
<img width="960" height="259" alt="image"
src="https://github.com/user-attachments/assets/71cc1176-23f9-4ae7-b500-1744b752c014"
/>
Resprited glitter to support these changes and make it not look like gas
(or ass).
## Why It's Good For The Game
It looks cool and raises the bar for chemists maximally pissing off the
janitor as they fill a room with multicoloured glitter and all the
occupants run off to cough more up all over the surrounding area.
## Changelog
🆑
add: Glitter can now be made from plastic polymers and aluminium.
add: Plastic polymer can be made at any temperature, and then heated to
produce sheets.
add: Glitter can now be made any colour, mix 10 units each of glitter
and acetone to change its colour to that of the other reagents in the
beaker.
add: Mixing different colours of glitter will cause a random selection
of those colours to appear on the floor when released.
add: Being exposed to glitter in reagent form causes you to cough up
more glitter onto the floor
add: Dragging glittery crates will now spread a trail of glitter and
angry janitors behind them.
image: Added new glitter sprites (that don't look like gasses)
/🆑
## About The Pull Request
Closes#92233
Wasn't able to find what it was supposed to be, so I'm assuming its
misplaced.
## Changelog
🆑
fix: Deleted a misplaced basetype sign on snowcabin
/🆑
## About The Pull Request
Closes#92233
Wasn't able to find what it was supposed to be, so I'm assuming its
misplaced.
## Changelog
🆑
fix: Deleted a misplaced basetype sign on snowcabin
/🆑
- SMES now directly gives/takes charge to the power cells stored inside
its component parts instead of modifying a `charge` variable whose value
was set from the total charge of its stored cells
- Removed `capacity` var. It's now derived from the total cells
`max_charge`. Even then its value was set to this so manually setting it
was a waste
- Fixes#71918. Because of point 1, this also means if you install
rigged cells in the SMES it now explodes
- Adds examines & screentips for installing terminal & other tool acts
- Smes can be connected to the powernet with a multitool with the panel
open after construction.
- General maintenance for portable smes as well. Repaths it to machine
subtype instead of power cause all it's functionality wasn't used
- Removed a bunch of unused defines, autodoc and shuffled around other
code
🆑
qol: SMES has examines and screentips for various stuff
code: Improved code of SMES in general
fix: smes can be connected to the powernet with a multitool with the
panel open after construction
refactor: SMES now functions consistently with its power cells & the
RPED.
/🆑
## About The Pull Request
- SMES now directly gives/takes charge to the power cells stored inside
its component parts instead of modifying a `charge` variable whose value
was set from the total charge of its stored cells
- Removed `capacity` var. It's now derived from the total cells
`max_charge`. Even then its value was set to this so manually setting it
was a waste
- Fixes#71918. Because of point 1, this also means if you install
rigged cells in the SMES it now explodes
- Adds examines & screentips for installing terminal & other tool acts
- Smes can be connected to the powernet with a multitool with the panel
open after construction.
- General maintenance for portable smes as well. Repaths it to machine
subtype instead of power cause all it's functionality wasn't used
- Removed a bunch of unused defines, autodoc and shuffled around other
code
## Changelog
🆑
qol: SMES has examines and screentips for various stuff
code: Improved code of SMES in general
fix: smes can be connected to the powernet with a multitool with the
panel open after construction
refactor: SMES now functions consistently with its power cells & the
RPED.
/🆑
This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.
The files changed are over a hundred just because I removed the
`datum/mutation/human` path, but the actual bulk of the code is mainly
shared between the datum/dna.dm, _mutations.dm and dna_console.dm.
Mutation shitcode is hurting my future plans for infusions a little.
Also it's a much needed refactor. Drafted 'till I'm sure it works
without issues.
🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
## About The Pull Request
This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.
The files changed are over a hundred just because I removed the
`datum/mutation/human` path, but the actual bulk of the code is mainly
shared between the datum/dna.dm, _mutations.dm and dna_console.dm.
## Why It's Good For The Game
Mutation shitcode is hurting my future plans for infusions a little.
Also it's a much needed refactor. Drafted 'till I'm sure it works
without issues.
## Changelog
🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
## About The Pull Request
Adds bloodroaches.

These are cockroaches that have gorged themselves on blood in
maintenance. They're very gross!

Splatting one causes an explosion of blood all around the death
perimeter, splashing both turfs and mobs with blood.
They have a 1% chance of spawning in place of normal roaches.
They also spawn in:
- Abandoned crates, replacing the 30 roaches with 30 bloodroaches.
- As backup anomalous crystal possession targets.
- Grimy fridges
Added a trait given to things killed by pest spray, used to check on
death explosion for bloodroaches.
Changed roach spawns in maps to use mob spawners, so I can replace them
with bloodroaches 1% of the time.
## Why It's Good For The Game
Splatting a random roach in maintenance that explodes into blood sounds
hilarious. It also adds janitorial depth by requiring pest spray to
carefully eliminate these pests
## Changelog
🆑
add: Added bloodroaches, a rare variant of cockroaches that explode into
a shower of blood when squashed.
/🆑
Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.
- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.
- Closes#91039
A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


## About The Pull Request
Adds bloodroaches.

These are cockroaches that have gorged themselves on blood in
maintenance. They're very gross!

Splatting one causes an explosion of blood all around the death
perimeter, splashing both turfs and mobs with blood.
They have a 1% chance of spawning in place of normal roaches.
They also spawn in:
- Abandoned crates, replacing the 30 roaches with 30 bloodroaches.
- As backup anomalous crystal possession targets.
- Grimy fridges
Added a trait given to things killed by pest spray, used to check on
death explosion for bloodroaches.
Changed roach spawns in maps to use mob spawners, so I can replace them
with bloodroaches 1% of the time.
## Why It's Good For The Game
Splatting a random roach in maintenance that explodes into blood sounds
hilarious. It also adds janitorial depth by requiring pest spray to
carefully eliminate these pests
## Changelog
🆑
add: Added bloodroaches, a rare variant of cockroaches that explode into
a shower of blood when squashed.
/🆑
## About The Pull Request
Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.
- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.
- Closes#91039
#### Examples
A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


- Damp rag is now no longer god's perfect cleaning tool. After blood,
the damp rag will collect it, and after cleaning a lot of blood, you can
no longer clean with the rag until you wash it in a sink (or with
cleaner or however you want)
- This means the rag will collect DNA in it as you clean, which gives
detectives an opportunity to investigate.
- It also means the DNA it collects will occasionally spread onto you,
meaning you will have to clean your gloves or hands.
- Cleaning vomit and such is (currently) unaffected (and does not dirty
the rag).
- Diseases are not currently transferred to the rag (but this would be
fun to add)
- Gauze now gets dirty when using it to wrap bleeding wounds. This is
just visual, though blood DNA gets transferred. It can be washed in a
sink.
- Removed gauze on sink / cloth on sink interaction.
- Can't really wash gauze with it, plus it's redundant.
- Damp rag is no longer a cup.
Damp rag is just "soap without any downsides", which is kinda lame.
I thought about going a step further and making it require you wet it
first but then it just becomes "mop but small" which is also lame.
Instead, you're required to clean it, which gives janitors / crewmembers
an alternate cleaning method:
- Soap: Small, finite, limited. Can't be replenished.
- Cleaner: Small, finite, even more limited, ranged. Can be refilled
with chemistry's help.
- Mop: Large, infinite, limited. Needs a water bucket.
- Damp Rag: Small, infinite, limited. Need to clean it after a few goes.
🆑 Melbert
balance: Damp Rags can now get dirty when using them to clean blood,
passing blood DNA along.
add: Gauze now gets dirty when apply it to actively bleeding wounds.
Doesn't spread disease or anything, just passes blood DNA. It can be
cleaned in a sink.
del: Removed cloth on sink / gauze on sink interaction to make rags.
Just use the crafting menu
/🆑
## About The Pull Request
- Damp rag is now no longer god's perfect cleaning tool. After blood,
the damp rag will collect it, and after cleaning a lot of blood, you can
no longer clean with the rag until you wash it in a sink (or with
cleaner or however you want)
- This means the rag will collect DNA in it as you clean, which gives
detectives an opportunity to investigate.
- It also means the DNA it collects will occasionally spread onto you,
meaning you will have to clean your gloves or hands.
- Cleaning vomit and such is (currently) unaffected (and does not dirty
the rag).
- Diseases are not currently transferred to the rag (but this would be
fun to add)
- Gauze now gets dirty when using it to wrap bleeding wounds. This is
just visual, though blood DNA gets transferred. It can be washed in a
sink.
- Removed gauze on sink / cloth on sink interaction.
- Can't really wash gauze with it, plus it's redundant.
- Damp rag is no longer a cup.
## Why It's Good For The Game
Damp rag is just "soap without any downsides", which is kinda lame.
I thought about going a step further and making it require you wet it
first but then it just becomes "mop but small" which is also lame.
Instead, you're required to clean it, which gives janitors / crewmembers
an alternate cleaning method:
- Soap: Small, finite, limited. Can't be replenished.
- Cleaner: Small, finite, even more limited, ranged. Can be refilled
with chemistry's help.
- Mop: Large, infinite, limited. Needs a water bucket.
- Damp Rag: Small, infinite, limited. Need to clean it after a few goes.
## Changelog
🆑 Melbert
balance: Damp Rags can now get dirty when using them to clean blood,
passing blood DNA along.
add: Gauze now gets dirty when apply it to actively bleeding wounds.
Doesn't spread disease or anything, just passes blood DNA. It can be
cleaned in a sink.
del: Removed cloth on sink / gauze on sink interaction to make rags.
Just use the crafting menu
/🆑
## About The Pull Request
Remake of:
- #79867
This adds a new map linter that checks that there are no walls spawning
inside of windows and vice versa. This also checks to make sure there
are no grilles spawning twice due to a mapper using the electrified
grille spawner with windows. I had to modify the python files to handle
new linter rules for an `ignore` section that has been included in the
README.
There were about two dozen mapping issues where these lints fail that
have now been fixed.
## Why It's Good For The Game
Better mapping and consistent mapping.
## Changelog
🆑
qol: Add CI map linter for window and electrified grille spawners
map: Fix many duplicate windows, walls, and grilles spawning together or
inside each other on a bunch of maps.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
## About The Pull Request
Remake of:
- #79867
This adds a new map linter that checks that there are no walls spawning
inside of windows and vice versa. This also checks to make sure there
are no grilles spawning twice due to a mapper using the electrified
grille spawner with windows. I had to modify the python files to handle
new linter rules for an `ignore` section that has been included in the
README.
There were about two dozen mapping issues where these lints fail that
have now been fixed.
## Why It's Good For The Game
Better mapping and consistent mapping.
## Changelog
🆑
qol: Add CI map linter for window and electrified grille spawners
map: Fix many duplicate windows, walls, and grilles spawning together or
inside each other on a bunch of maps.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Title makes the pr sound cooler than it actually is 😏
## About The Pull Request
Splits Artistic Toolbox into a painting related one, and a crafting
related one.
Artistic Toolbox now includes Crayons, 2 Spray Cans, Paint Palette, and
3 Buckets of Adaptive Paint.

Crafter Toolbox includes Crayons, Camera, Film Cartridge, Chisel, and
various colors of Pipe Cleaners.

(camera is kind of a placeholder for more 'crafty' future additions)
Removes crowbar from artistic toolbox cause i thought it was weird.
Renames fishing toolbox.
Gives fishing toolbox its own inhands.
Renames artistic toolbox inhands.
Replaces some crayon/chisel/pipe cleaner spawns with artistic and
crafter toolboxes on various maps.
## Why It's Good For The Game
i think it'll be useful in the future and sometimes i wanna map in a
painting toolbox without a billion pipecleaners in it
also hot pink toolbox duh

## Changelog
🆑
add: Adds a crafters toolbox storing chisels and pipecleaners. Artistic
toolbox now stores various painting supplies instead.
/🆑
Title makes the pr sound cooler than it actually is 😏
## About The Pull Request
Splits Artistic Toolbox into a painting related one, and a crafting
related one.
Artistic Toolbox now includes Crayons, 2 Spray Cans, Paint Palette, and
3 Buckets of Adaptive Paint.

Crafter Toolbox includes Crayons, Camera, Film Cartridge, Chisel, and
various colors of Pipe Cleaners.

(camera is kind of a placeholder for more 'crafty' future additions)
Removes crowbar from artistic toolbox cause i thought it was weird.
Renames fishing toolbox.
Gives fishing toolbox its own inhands.
Renames artistic toolbox inhands.
Replaces some crayon/chisel/pipe cleaner spawns with artistic and
crafter toolboxes on various maps.
## Why It's Good For The Game
i think it'll be useful in the future and sometimes i wanna map in a
painting toolbox without a billion pipecleaners in it
also hot pink toolbox duh

## Changelog
🆑
add: Adds a crafters toolbox storing chisels and pipecleaners. Artistic
toolbox now stores various painting supplies instead.
/🆑
## About The Pull Request
Currently patches are a subtype of pills, and while they have the
``dissolveable`` var set to FALSE, barely anything checks it (because
people don't expect patches to be pills in disguise) so we end up
patches being dissolveable and implantable, which is far from ideal.
Both have been moved into an ``/obj/item/reagent_containers/applicator``
class, which handles their common logic and helps handling cases where
either one fits. As for gameplay changes:
* Pills no longer dissolve instantly, instead adding their contents to
your stomach after 3 seconds (by default). You can increase the timer by
dropping sugar onto them to thicken their coating, 1s per 1u applied, up
to a full minute. Coating can also be dissolved with water, similarly
-1s per 1u applied. Pills with no coating will work like before.
* Patches now only take half as long to apply (1.5s), but also slowly
trickle in their reagents instead of instantly applying all of them.
This is done via embedding so you could theoretically (if you get lucky)
stick a ranged patch at someone, although they are rather quick to rip
off. The implementation and idea itself are separate, but the idea for
having a visual display has been taken from
https://github.com/Monkestation/Monkestation2.0/pull/2558.

* In order to support the new pill mechanics, stomachs have received
contents. Pills and items that you accidentally swallow now go into your
stomach instead of your chest cavity, and may damage it if they're
sharp, requiring having them surgically cut out (cut the stomach open
with a scalpel, then cauterize it to mend the incision). Or maybe you
can get a bacchus's blessing, or a geneticist hulk to gut punch you,
that may also work. Alien devour ability also uses this system now. If
you get a critical slashing wound on your chest contents of your cut
apart stomach (if a surgeon forgot to mend it, or if you ate too much
glass shard for breakfast) may fall out. However, spacemen with the
strong stomach trait can eat as much glass cereal as they want.
Pill duration can also be chosen in ChemMaster when you have a pill
selected, 0 to 30 seconds.

## Why It's Good For The Game
Patches and pills are extremely similar in their implemenation, former
being a worse version of sprays and pills, with only change being that
pills cannot be applied through helmets while patches and sprays ignore
both. This change makes them useful for separate cases, and allows
reenactment of some classic... movie, scenes, with the pill change. As
for stomach contents, this was probably the sanest way of implementing
pill handling, and everything else (item swallowing and cutting stomachs
open to remove a cyanide pill someone ate before it dissolves) kind of
snowballed from there. I pray to whatever gods that are out there that
this won't have some extremely absurd and cursed interactions (it
probably will).
## Changelog
🆑
add: Instead of dissolving instantly, pills now activate after 4
seconds. This timer can be increased by using a dropper filled with
sugar on them, 1s added per 1u dropped.
add: Patches now stick to you and slowly bleed their reagents, instead
of being strictly inferior to both pills and sprays.
add: Items that you accidentally swallow now go into your stomach
contents.
refactor: Patches are no longer considered pills by the game
refactor: All stomachs now have contents, instead of it being exclusive
to aliens. You can cut open a stomach to empty it with a scalpel, and
mend an existing incision with a cautery.
/🆑
## About The Pull Request
The SKS was repathed to the bolt rifle subtype in order to make it not
eject its entire magazine, and to make it act more like its real
counterpart (e.g. you have to keep the bolt open/locked back in order to
load more ammo).
Also fixes the issue where bolt-actions' interaction blocking was
non-functional due to being moved to a different proc, so now you need
to open the bolt on bolt-actions (and now the SKS) to load ammo.)
## Why It's Good For The Game
Ejecting your entire magazine on-use kind of sucked. The
bolt-open-to-load thing is for funsies.
## Changelog
🆑
fix: The Sakhno SKS no longer ejects its entire internal magazine upon
interaction. To facilitate this, it now requires the bolt to be open
like its bolt-action contemporaries in order to load ammunition.
fix: You can no longer force ammunition into Sakhno precision rifles and
other bolt-action-likes through a closed bolt.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
No. Not the Sakhno M2442 Army. It isn't the Sakhno Precision Rifle. I'm
talking about the dinky shitty rifle you find in the snow resort away
mission. The one with a 3 second cooldown between shots and fires 10mm.
The Sakhno SKS semi-automatic rifle fires at the same rate as standard
semi-automatic weapons, and fires .310 Strilka caseless rounds. It has a
x0.5 damage multiplier (so does 30 damage rather than 60 damage per
shot), and has 10 rounds in its internal magazine. Stripper clips come
in sets of 5, so you'll need two clips to fully load the rifle.

You can get the Chekhov version of the weapon from the resort, but you
can also acquire a parts kit from the black market. Put together with a
stock and receiver, you get yourself a (empty) fresh new SKS. You can
also acquire the ammo via the black market as well.

## Why It's Good For The Game
This gun is a travesty. It is so ancient that it can be carbon dated to
around when our codebase was moved to Github. It actively has the worst
statistic of any weapon in the game. And it exists in this strange
half-existence in a ruin as, I guess, some purpose that is barely
understood or remembered today.
The irony of it being called Chekhov's gun yet finding no functional use
in the map is either the joke itself, or a failing of the map.
Anyway, so I decided to go all out and replace it with an SKS. Because I
figured someone would like that.
## Changelog
🆑
add: Replaces the 10mm semi-automatic surplus rifle with the Sakhno SKS
semi-automatic rifle.
add: You can acquire a SKS parts kit from the black market.
/🆑
## About The Pull Request
The SKS was repathed to the bolt rifle subtype in order to make it not
eject its entire magazine, and to make it act more like its real
counterpart (e.g. you have to keep the bolt open/locked back in order to
load more ammo).
Also fixes the issue where bolt-actions' interaction blocking was
non-functional due to being moved to a different proc, so now you need
to open the bolt on bolt-actions (and now the SKS) to load ammo.)
## Why It's Good For The Game
Ejecting your entire magazine on-use kind of sucked. The
bolt-open-to-load thing is for funsies.
## Changelog
🆑
fix: The Sakhno SKS no longer ejects its entire internal magazine upon
interaction. To facilitate this, it now requires the bolt to be open
like its bolt-action contemporaries in order to load ammunition.
fix: You can no longer force ammunition into Sakhno precision rifles and
other bolt-action-likes through a closed bolt.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
No. Not the Sakhno M2442 Army. It isn't the Sakhno Precision Rifle. I'm
talking about the dinky shitty rifle you find in the snow resort away
mission. The one with a 3 second cooldown between shots and fires 10mm.
The Sakhno SKS semi-automatic rifle fires at the same rate as standard
semi-automatic weapons, and fires .310 Strilka caseless rounds. It has a
x0.5 damage multiplier (so does 30 damage rather than 60 damage per
shot), and has 10 rounds in its internal magazine. Stripper clips come
in sets of 5, so you'll need two clips to fully load the rifle.

You can get the Chekhov version of the weapon from the resort, but you
can also acquire a parts kit from the black market. Put together with a
stock and receiver, you get yourself a (empty) fresh new SKS. You can
also acquire the ammo via the black market as well.

## Why It's Good For The Game
This gun is a travesty. It is so ancient that it can be carbon dated to
around when our codebase was moved to Github. It actively has the worst
statistic of any weapon in the game. And it exists in this strange
half-existence in a ruin as, I guess, some purpose that is barely
understood or remembered today.
The irony of it being called Chekhov's gun yet finding no functional use
in the map is either the joke itself, or a failing of the map.
Anyway, so I decided to go all out and replace it with an SKS. Because I
figured someone would like that.
## Changelog
🆑
add: Replaces the 10mm semi-automatic surplus rifle with the Sakhno SKS
semi-automatic rifle.
add: You can acquire a SKS parts kit from the black market.
/🆑
## About The Pull Request
A repeat of the first half of
https://github.com/tgstation/tgstation/pull/86853
The NT BR-38 Battle Rifle is a semi-automatic
railgun...marksman...carbine...rifle...thingy that uses .38 ammunition
and is magazine fed from a 15 round magazine. It comes with a scope, and
is bulky.

Sprites by OrcaCora.
### Some of its features
The gun shoots at a higher than normal velocity for .38. This means it
hits harder (30 damage compared to the standard 25), and flies faster
through the air.
The gun, however, suffers from degradation as it is used. It has a 10
shot buffer before suffering degradation. After the 10 shot buffer, it
has a 10% chance each shot to increase in degradation stage. From stage
1 to stage 5 (the maximum stage), it begins to lose fire rate and
projectile flight speed.
To recalibrate the gun, you can do one of two things;
A) Use a multitool on the gun. This completely resets the gun, but its
pretty slow.
B) Insert it into a weapon recharger to recharge its buffer and reduce
its degradation stages.
### Some of its downsides
The weapon is EMP vulnerable. If it gets EMP'd, it immediately degrades
and loses any buffer it has. While EMP'd, there is a 75% chance it
doesn't fire when you pull the trigger. This is also true if the gun has
hit maximum degradation. Keep your guns in good shape.
It can be emagged. While emagged, the gun has increased damage (40 for
standard ammunition), but once it hits maximum degradation, it
immediately begins to catastrophically fail. It also degrades
significantly faster while emagged. There is no way to reverse this
effect, and the explosion is extremely lethal.
### Where can I find it? What about ammo?
You can purchase the gun from cargo at a significant premium, as well as
some additional magazines of some basic ammo types.
There is exactly one of these in the armory, and you can print more
magazines from the security protolathe. As research progresses, you can
print different, specialized ammunition for the rifle. (and also the
detective .38 revolver, obviously)
### New .38 ammunition types
True Strike bounces accurately between targets, but deals significantly
less damage than other ammo types (15 base, 18 in this rifle).
It is printed once the station gets Exotic Ammo.
## Why It's Good For The Game
This is a followup on my previous PR, where I tested this weapon and
gathered a whole bunch of feedback on it. Most people quite liked it.
but had some concerns that I feel this addresses.
Much of the justifications given there apply here. Obviously ignoring
anything to do with the combat shotgun removal.
Some stuff obviously has not come back from the original test. Notably,
the TRAC changes were probably a little too powerful. As much as I liked
a default entirely nonlethal ammunition type, TRAC itself is better left
as a late research goal.
In addition, I moved the explosion part to an emag effect. It's funny,
and lends itself to the original intention of the weapon; a callback to
the WT-550 incident. But it isn't a standard part of the guns mechanics.