## About The Pull Request
- If a cable is destroyed by an explosion, all rooms within 64-100 (it's
a probability) tiles AND which are connected to the same powernet as the
split cable will have their lights flicker 1-3 times.
- Also adds a verb for visualizing powernets.
- Reduces cable integrity from 300 to 50.
- Cables have innate 75% bomb armor when under a floor tile.
## Why It's Good For The Game
- A big devastating explosion a few doors down is, usually, not felt at
all outside of the screen shake. This adds a bit more ambience to the
effect - you hear a big explosion, your screen goes wild, and the lights
cut for just a second.
- Verb just makes it easier to trace powernets.
- I found it a little ridiculous that cables have 300 integrity, the
same as most furniture. This ultimately makes them a lot more vulnerable
to stuff like acid and fire.
- To compensate for their drastically reduced integrity, I gave cables a
considerable boost to explosive resistance while concealed under the
floor. This prevents bombs from outright shredding all cables in a 50
mile radius. (Devastating explosions will still one-tap them, but heavy
explosions will on average take two blasts.)
## Changelog
🆑 Melbert
add: If a cable is destroyed by an explosion, all rooms within 64-100
(it's a probability) tiles AND which are connected to the same powernet
as the split cable will have their lights flicker 1-3 times.
balance: Cable integrity has been reduced from 300 to 50
balance: Cables have an innate 75% bomb resistance while under floor
tiles
/🆑
## About The Pull Request
Flypeople vomit drinking didn't lazy init the reagents which caused it
to runtime, and reagent init did not return anything on successful init
which means that init code would be required to be ran twice to work -
but as this was overriden by blood, it wasn't spotted in testing (or by
anyone so far, most likely)
Also fixed wrong typepaths for trail proc overrides which caused all
blood to have trails' description
Closes#91568
## Changelog
🆑
fix: Fixed flypeople not being able to drink vomit
fix: Random blood decals no longer claim to be trails, only actual
trails do.
/🆑
## About The Pull Request
This is an atomized revival of #82419, with this part containing the
simplest of its features:
- Fixes AO pref refreshing the wrong plane, thus not updating until you
swap bodies
- Removes supermatter's copypasted warp effect
- Culls distortion effects when they're not in use because its a chonky
filter
- Hides the escape menu when its, well, hidden
- Fixes hide_highest_offset not working upon parent's creation (we're so
good at our jobs hell yeah)
- Replaces runechat's AO dropshadow with an outline, because its barely
visible due to low opacity.
## Why It's Good For The Game
Our rendering performance is shit and we need to improve it, and the
first step in this task is optimizing planecube's simplest parts. The
next step is conditional culling, better non-multiz handling and
parallax rework/removal, but all of those need to be atomized as to
prevent the PR from sharing the fate of the original.
## Changelog
🆑
fix: Ambient Occlusion pref should now update immediately upon being
changed, instead of having to swap bodies or waiting for server restart
to get it updated.
code: Slightly improved rendering code/performance just a tiny bit.
/🆑
## About The Pull Request
Please read the contents of my HackMD to see what my PR does, as well as
further elaboration on the reagents and why it's good for the game
overall.
https://hackmd.io/@MGO/B1YX80nMT
## Contents
Introducing new inverse reagents for existing narcotics and other
reagents! This push includes...
**Naloxone** : New medicine! Requires equal parts Morphine, Hydrogen
Peroxide, Bromine and Ethanol to be made. Opioid antagonist that purges
drowsiness and narcotics from the patient, restores breath loss and
accelerates addiction recovery. Consumption Rate at 0.2u.

**Permonid** : Inverse of Krokodil. Highly potent sedative that provides
the best painkilling effects, but is also extremely addictive. Speeds up
surgery times by 30%. Consumption Rate at 0.1u.

**Monkey Dust** : Inverse of Bath Salts. Oop aak chee aak eek chee. Eek
aak oop chee oop aak aak!! (Consumption Rate at 0.2u.)
https://github.com/user-attachments/assets/cbd5ea48-9c0f-49ca-ba59-59cd65599641
(You can also combine 50u Monkey Powder with 10u Monkey Dust to make an
angry monkey!)

**Epoetin Alfa** : Inverse of Aranesp. Synthetic medication that induces
blood regeneration, heals liver damage and synthesizes Sanguirite when
the patient is bleeding. Causes several side effects if taken for too
long. Consumption Rate at 0.25u.

(Overdose in action.)
https://github.com/user-attachments/assets/27a51a11-0e42-4000-9c96-ba10cbd9e18b
**Sadness** : Inverse of Happiness. Causes severe depressive behavior in
users, and actively purges other antidepressants. Being hugged by a
friendly person that gives good hugs will purge all Sadness unless the
user has the Bad Touch trait. Consumption Rate at 0.1u.
https://github.com/user-attachments/assets/874b0549-1d96-4f4f-ad95-65f780a68436

**Maldium** : Inverse of Baldium. Potent psychotropic that causes
intense anger within users. On end consumption, user will experience a
burst of burn damage that scales with the amount of time the user was
enraged. Consumption Rate at 0.4u.
https://github.com/user-attachments/assets/31a4700e-32b5-4855-a266-45bfde62f718
**Dulling Reagent** : Inverse of Colorful Reagent. Extremely drab
coloring pigment that is favored by corporations who wish to maximize
suffering. Forces Colorblindness trauma in consumers. Consumption Rate
at 0.4u, lowered to 0.04u if overdosing.
https://github.com/user-attachments/assets/3db461d1-26aa-4c77-ad3d-44794230b391
**Newtonium** : Inverse of Gravitum. Experimental reagent that induces
heavy gravokinetic effects on users. Consumption Rate at 1u.
https://github.com/user-attachments/assets/b20e5200-9beb-40a2-8d37-c0d44f0fb4ef
## Why It's Good For The Game
This is an effort to add more variety to the existing inverse reagent
system within chemistry. Not only should this variety serve to provide
additional options for a Chemist to experiment with, they should also
broaden the possibilities for already existing strategies.
## Changelog
:cl:MGO
add: Introduces new inverse reagents for Krokodil, Bath Salts, Aranesp,
Happiness, Baldium, Colorful Reagent and Gravitum!
add: An alternate reaction output has been added for Monkey Powder.
Instead of 1u Water, add 10u Monkey Dust to make an angry monkey!
add: Adds a medicine: Naloxone! Requires equal parts Morphine, Hydrogen
Peroxide, Bromine and Ethanol to be made. Purges opioid-class reagents,
can also help with mitigating drowsiness and breath loss. Also purges
good moodlets associated with opiates and replaces them with negative
moodlets, so don't expect your patient to be happy about losing their
high!
/🆑
## About The Pull Request
- If a cable is destroyed by an explosion, all rooms within 64-100 (it's
a probability) tiles AND which are connected to the same powernet as the
split cable will have their lights flicker 1-3 times.
- Also adds a verb for visualizing powernets.
- Reduces cable integrity from 300 to 50.
- Cables have innate 75% bomb armor when under a floor tile.
## Why It's Good For The Game
- A big devastating explosion a few doors down is, usually, not felt at
all outside of the screen shake. This adds a bit more ambience to the
effect - you hear a big explosion, your screen goes wild, and the lights
cut for just a second.
- Verb just makes it easier to trace powernets.
- I found it a little ridiculous that cables have 300 integrity, the
same as most furniture. This ultimately makes them a lot more vulnerable
to stuff like acid and fire.
- To compensate for their drastically reduced integrity, I gave cables a
considerable boost to explosive resistance while concealed under the
floor. This prevents bombs from outright shredding all cables in a 50
mile radius. (Devastating explosions will still one-tap them, but heavy
explosions will on average take two blasts.)
## Changelog
🆑 Melbert
add: If a cable is destroyed by an explosion, all rooms within 64-100
(it's a probability) tiles AND which are connected to the same powernet
as the split cable will have their lights flicker 1-3 times.
balance: Cable integrity has been reduced from 300 to 50
balance: Cables have an innate 75% bomb resistance while under floor
tiles
/🆑
## About The Pull Request
Flypeople vomit drinking didn't lazy init the reagents which caused it
to runtime, and reagent init did not return anything on successful init
which means that init code would be required to be ran twice to work -
but as this was overriden by blood, it wasn't spotted in testing (or by
anyone so far, most likely)
Also fixed wrong typepaths for trail proc overrides which caused all
blood to have trails' description
Closes#91568
## Changelog
🆑
fix: Fixed flypeople not being able to drink vomit
fix: Random blood decals no longer claim to be trails, only actual
trails do.
/🆑
## About The Pull Request
This is an atomized revival of #82419, with this part containing the
simplest of its features:
- Fixes AO pref refreshing the wrong plane, thus not updating until you
swap bodies
- Removes supermatter's copypasted warp effect
- Culls distortion effects when they're not in use because its a chonky
filter
- Hides the escape menu when its, well, hidden
- Fixes hide_highest_offset not working upon parent's creation (we're so
good at our jobs hell yeah)
- Replaces runechat's AO dropshadow with an outline, because its barely
visible due to low opacity.
## Why It's Good For The Game
Our rendering performance is shit and we need to improve it, and the
first step in this task is optimizing planecube's simplest parts. The
next step is conditional culling, better non-multiz handling and
parallax rework/removal, but all of those need to be atomized as to
prevent the PR from sharing the fate of the original.
## Changelog
🆑
fix: Ambient Occlusion pref should now update immediately upon being
changed, instead of having to swap bodies or waiting for server restart
to get it updated.
code: Slightly improved rendering code/performance just a tiny bit.
/🆑
## About The Pull Request
Please read the contents of my HackMD to see what my PR does, as well as
further elaboration on the reagents and why it's good for the game
overall.
https://hackmd.io/@MGO/B1YX80nMT
## Contents
Introducing new inverse reagents for existing narcotics and other
reagents! This push includes...
**Naloxone** : New medicine! Requires equal parts Morphine, Hydrogen
Peroxide, Bromine and Ethanol to be made. Opioid antagonist that purges
drowsiness and narcotics from the patient, restores breath loss and
accelerates addiction recovery. Consumption Rate at 0.2u.

**Permonid** : Inverse of Krokodil. Highly potent sedative that provides
the best painkilling effects, but is also extremely addictive. Speeds up
surgery times by 30%. Consumption Rate at 0.1u.

**Monkey Dust** : Inverse of Bath Salts. Oop aak chee aak eek chee. Eek
aak oop chee oop aak aak!! (Consumption Rate at 0.2u.)
https://github.com/user-attachments/assets/cbd5ea48-9c0f-49ca-ba59-59cd65599641
(You can also combine 50u Monkey Powder with 10u Monkey Dust to make an
angry monkey!)

**Epoetin Alfa** : Inverse of Aranesp. Synthetic medication that induces
blood regeneration, heals liver damage and synthesizes Sanguirite when
the patient is bleeding. Causes several side effects if taken for too
long. Consumption Rate at 0.25u.

(Overdose in action.)
https://github.com/user-attachments/assets/27a51a11-0e42-4000-9c96-ba10cbd9e18b
**Sadness** : Inverse of Happiness. Causes severe depressive behavior in
users, and actively purges other antidepressants. Being hugged by a
friendly person that gives good hugs will purge all Sadness unless the
user has the Bad Touch trait. Consumption Rate at 0.1u.
https://github.com/user-attachments/assets/874b0549-1d96-4f4f-ad95-65f780a68436

**Maldium** : Inverse of Baldium. Potent psychotropic that causes
intense anger within users. On end consumption, user will experience a
burst of burn damage that scales with the amount of time the user was
enraged. Consumption Rate at 0.4u.
https://github.com/user-attachments/assets/31a4700e-32b5-4855-a266-45bfde62f718
**Dulling Reagent** : Inverse of Colorful Reagent. Extremely drab
coloring pigment that is favored by corporations who wish to maximize
suffering. Forces Colorblindness trauma in consumers. Consumption Rate
at 0.4u, lowered to 0.04u if overdosing.
https://github.com/user-attachments/assets/3db461d1-26aa-4c77-ad3d-44794230b391
**Newtonium** : Inverse of Gravitum. Experimental reagent that induces
heavy gravokinetic effects on users. Consumption Rate at 1u.
https://github.com/user-attachments/assets/b20e5200-9beb-40a2-8d37-c0d44f0fb4ef
## Why It's Good For The Game
This is an effort to add more variety to the existing inverse reagent
system within chemistry. Not only should this variety serve to provide
additional options for a Chemist to experiment with, they should also
broaden the possibilities for already existing strategies.
## Changelog
:cl:MGO
add: Introduces new inverse reagents for Krokodil, Bath Salts, Aranesp,
Happiness, Baldium, Colorful Reagent and Gravitum!
add: An alternate reaction output has been added for Monkey Powder.
Instead of 1u Water, add 10u Monkey Dust to make an angry monkey!
add: Adds a medicine: Naloxone! Requires equal parts Morphine, Hydrogen
Peroxide, Bromine and Ethanol to be made. Purges opioid-class reagents,
can also help with mitigating drowsiness and breath loss. Also purges
good moodlets associated with opiates and replaces them with negative
moodlets, so don't expect your patient to be happy about losing their
high!
/🆑
## About The Pull Request
Extracts the recharge floor icon into a decal you can put on any floor
## Why It's Good For The Game
Sometimes mappers want to use alternate floor types in their mech bays
and it gets annoying to have to pick between "use normal iron floors" or
"use recharge floors"
## Changelog
🆑 Melbert
qol: Mappers can put recharge floors on any floor type
/🆑
**We all like a little flavor, and a new brand in the sector promises a
dark smoke, questionable trace compounds, and the robust flavors of
maintenance...**

## About The Pull Request
I've added a new brand of cigarettes! Mainthol greys, now available in
hacked cigarette vending machines for an immodest sum, hand rolled &
grown in the Sybil sector. The syndicate stock some stolen surplus too.
The goal was to create another nice little flavor item, a compliment to
grey bull and other maintenance loot.
<details>
<summary>Chemical contents in code, for the joy of discovery!</summary>
```
1u oculine is in every cigarette, an imperceptible buffer against the
welder harming an enterprising assistant's eyes.
Extremely trace amount for cigarette microdosing.
Each cigarette has a 40% chance to have an extra reagent from a list of
14 minor toxins, drugs, and things like glitter.
They're inconsequential via cigarette, but still noticed and
experienced.
```
</details>
I tested these bad boys extensively, blending them, ate them, blinded
myself with a welder, spammed a health analyzer while smoking to gauge
chemicals and ensure intended effects are noticed and add a nice je ne
sais quois.
**Our sprites!**

## Why It's Good For The Game
It's an extra little flavor item with a couple simple surprises to spice
up your assisting.
## Changelog
🆑
add: Added a new brand of cigarettes to hacked & syndicate vending
machines+spawner list.
/🆑
---------
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Changes some logic in underfloor object and atmos component rendering to
make them look nicer when visible, but not accessible under floors. Also
changes how catwalks get rendered to improve their visuals when opened.
Before:

After:

## Why It's Good For The Game
Makes pipes look less shit. The rendering curse reigns eternal.
## Changelog
🆑
fix: Fixed vents and pipes partially poking out from under glass and
catwalk floors
/🆑
## About The Pull Request
* When gibbing mobs, spawned gib type is now based on mob's biotypes if
they're not a carbon, or their chest (or first) bodypart if they are,
rather than requiring a proc override for every single mob. This means
that a few robotic mobs no longer drop meaty gibs, and that gibbing
androids now produces cyborg gibs instead of a meaty surprise, plus they
should no longer runtime when trying to gib a robot. Gibs also are now
spawned around the gibber and streak outwards instead of magically
teleporting a few tiles away, for some visual flair.
* Fixed meat not overriding blood DNA on blood_walk component which made
xeno and lizard meat leave behind orange trails instead of proper
lime/dark green blood colors (due to them keeping human meat DNA).
* Brightened up the gibber blood overlay I've missed, so it should be
consistent with old blood colors now.
* Also cleaned up the gibspawner code.
## Why It's Good For The Game
Biotype/chest changes should make devs lives easier and gameplay a bit
more consistent, and streaking just makes the process look slightly
better.
## Changelog
🆑
add: Androids and fully augmented humans now drop robotic gibs instead
of meat
add: Improved gibber VFX
fix: Fixed gibber overlays being darker than intended
fix: Fixed xenomorph and lizard meat leaving orange trails behind
code: Improved gibs and gibspawner code
/🆑
## About The Pull Request
Extracts the recharge floor icon into a decal you can put on any floor
## Why It's Good For The Game
Sometimes mappers want to use alternate floor types in their mech bays
and it gets annoying to have to pick between "use normal iron floors" or
"use recharge floors"
## Changelog
🆑 Melbert
qol: Mappers can put recharge floors on any floor type
/🆑
**We all like a little flavor, and a new brand in the sector promises a
dark smoke, questionable trace compounds, and the robust flavors of
maintenance...**

## About The Pull Request
I've added a new brand of cigarettes! Mainthol greys, now available in
hacked cigarette vending machines for an immodest sum, hand rolled &
grown in the Sybil sector. The syndicate stock some stolen surplus too.
The goal was to create another nice little flavor item, a compliment to
grey bull and other maintenance loot.
<details>
<summary>Chemical contents in code, for the joy of discovery!</summary>
```
1u oculine is in every cigarette, an imperceptible buffer against the
welder harming an enterprising assistant's eyes.
Extremely trace amount for cigarette microdosing.
Each cigarette has a 40% chance to have an extra reagent from a list of
14 minor toxins, drugs, and things like glitter.
They're inconsequential via cigarette, but still noticed and
experienced.
```
</details>
I tested these bad boys extensively, blending them, ate them, blinded
myself with a welder, spammed a health analyzer while smoking to gauge
chemicals and ensure intended effects are noticed and add a nice je ne
sais quois.
**Our sprites!**

## Why It's Good For The Game
It's an extra little flavor item with a couple simple surprises to spice
up your assisting.
## Changelog
🆑
add: Added a new brand of cigarettes to hacked & syndicate vending
machines+spawner list.
/🆑
---------
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Changes some logic in underfloor object and atmos component rendering to
make them look nicer when visible, but not accessible under floors. Also
changes how catwalks get rendered to improve their visuals when opened.
Before:

After:

## Why It's Good For The Game
Makes pipes look less shit. The rendering curse reigns eternal.
## Changelog
🆑
fix: Fixed vents and pipes partially poking out from under glass and
catwalk floors
/🆑
## About The Pull Request
* When gibbing mobs, spawned gib type is now based on mob's biotypes if
they're not a carbon, or their chest (or first) bodypart if they are,
rather than requiring a proc override for every single mob. This means
that a few robotic mobs no longer drop meaty gibs, and that gibbing
androids now produces cyborg gibs instead of a meaty surprise, plus they
should no longer runtime when trying to gib a robot. Gibs also are now
spawned around the gibber and streak outwards instead of magically
teleporting a few tiles away, for some visual flair.
* Fixed meat not overriding blood DNA on blood_walk component which made
xeno and lizard meat leave behind orange trails instead of proper
lime/dark green blood colors (due to them keeping human meat DNA).
* Brightened up the gibber blood overlay I've missed, so it should be
consistent with old blood colors now.
* Also cleaned up the gibspawner code.
## Why It's Good For The Game
Biotype/chest changes should make devs lives easier and gameplay a bit
more consistent, and streaking just makes the process look slightly
better.
## Changelog
🆑
add: Androids and fully augmented humans now drop robotic gibs instead
of meat
add: Improved gibber VFX
fix: Fixed gibber overlays being darker than intended
fix: Fixed xenomorph and lizard meat leaving orange trails behind
code: Improved gibs and gibspawner code
/🆑
## 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
This has the potential to create a lot of needless mob updates which is
not great. Now should only update a mob's clothing if it was actually
washed.
This PR
1) ensures that all wash() procs return a bitflag.
2) ensures that `wash()` proccalls which result in expensive operations
like icon updates only do so when it is necessary
## Why It's Good For The Game
Updating mob sprites is expensive, and doing it when nothing has been
changed is bad.
## Changelog
Nothing really player facing
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.
EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.
EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.
Improving the backbone of the crafting system. Also materials and food
code.
🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
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.


Prettier (an auto formatter) is set to only run within the tgui folder
currently. This removes that limitation, allowing it to automatically
format all supported files in the repo (.js, .html, .yml
[etc](https://prettier.io/docs/))
I made a few exceptions for bundled and generated files
I'm of the opinion that code should look uniform and am lazy enough to
want CTRL-S to format files without having to think beyond that
## 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
This has the potential to create a lot of needless mob updates which is
not great. Now should only update a mob's clothing if it was actually
washed.
This PR
1) ensures that all wash() procs return a bitflag.
2) ensures that `wash()` proccalls which result in expensive operations
like icon updates only do so when it is necessary
## Why It's Good For The Game
Updating mob sprites is expensive, and doing it when nothing has been
changed is bad.
## Changelog
Nothing really player facing
## About The Pull Request
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.
EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.
EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.
## Why It's Good For The Game
Improving the backbone of the crafting system. Also materials and food
code.
## Changelog
🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
## 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.


## About The Pull Request
Prettier (an auto formatter) is set to only run within the tgui folder
currently. This removes that limitation, allowing it to automatically
format all supported files in the repo (.js, .html, .yml
[etc](https://prettier.io/docs/))
I made a few exceptions for bundled and generated files
## Why It's Good For The Game
I'm of the opinion that code should look uniform and am lazy enough to
want CTRL-S to format files without having to think beyond that
## Changelog
Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.
What this PR does:
- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.

<details><summary>Mappers rejoice!</summary>


</details>
<details><summary>Uses iconforge so it does not take up much time during
init</summary>

</details>
---
this still applies:
Note for Spriters:
After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.
Note for Server Operators:
In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt
No more error icons in SDMM and loadout.
🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.
What this PR does:
- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.

<details><summary>Mappers rejoice!</summary>


</details>
<details><summary>Uses iconforge so it does not take up much time during
init</summary>

</details>
---
### Copied from https://github.com/tgstation/tgstation/pull/86482 as
this still applies:
Note for Spriters:
After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.
Note for Server Operators:
In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt
## Why It's Good For The Game
No more error icons in SDMM and loadout.
## Changelog
🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Adds horse and unicorn plushies. Available from cargo, plus horse
plushie is available as a loadout option.

## Why It's Good For The Game
Horses are the original sports car. They're like big dogs you can ride.
They're like motorcycles that love you back. We have horses to thank for
pulling our ambulances and fire trucks before engines were invented. God
I fucking love horses.
Unicorns are okay.
## Changelog
🆑
add: horse and unicorn plushies
/🆑
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack
This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.
This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).
🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
## About The Pull Request
This PR includes a number of fixes, buffs and improvements to the clown
mobs to make them more playable and worthwhile.
### Atmos tolerance buffs
This PR removes the insane unsuitable atmos and temperature damage clown
mobs used to take and bring it in line with other mobs.
In addition, clownanas can tolerate lower oxygen levels and are immune
to carbon dioxide due to their half plant biology.
### Movement speed changes
A lot of these mobs were previously unviable due to their slow speed,
one of the most important stats.
This problem will only get worse for basic mobs if the proposed basic
mob stamina changes get implemented.
Most of them are still slower than humans but now have some chance to
corner a human in some circumstances.
(I plan to add more ways to modify basic mob run speed in the future to
help with this.)
The flesh clown and honkling are now fast again, I remember the original
speed nerf of fleshclown upset the very few fleshclown enjoyers once i
PR'd in the initial balance pass years back.
### Glutton buffs
The banana glutton is now given a mechanical incentive to eat lots of
foods to nudge them into good RP.
They heal for every item and gain max health every 5 items eaten!
The banana glutton can now smash doors.
They can now prank the crew with ink sacs should they find them.
### Biotype update
Clownana has gained the plant biotype.
Living lube has gained the slime biotype.
### cell lines & samples
clownana and longface; the two other clown cell lines now have samples
associated with them and can be biopsied to create pure samples of each
cell line.
The clownana banana bunch can also be swabbed for the pure clownana cell
line!
### death drop changes
The death drop element now spreads the items out slightly instead of
stacking lots of drops in the center of the tile.
Clown mobs now drop less soap and more peels, with some of the rarer
ones dropping mimana, bluespace or gros michel peels.
The clownana now has a chance to drop full bananas or even a full banana
bunch.
The banana glutton has a chance to drop a heart of freedom.
The flesh clown now drops a meatclown instead of soap, and a piece of
human skin instead of a bloated human suit.
### other stat changes
living lube is now highly resistant to brute damage
longface can now acutally fight a little bit, still kinda terrible
though.
## Why It's Good For The Game
These mobs are quite beloved but their level of playability is low due
to poor balance.
The main problem is atmos.
Even a whiff of bad atmos would gib these mobs before they could get to
safety.
Many of them had their speed set way too high or way too low when they
were first added, even after i adjusted their speeds years ago I was
being too conservative.
Their loot tables were too similar, this helps with that a little bit. A
couple of them might even be worthwhile farming for their drops in
certain niche situations!
The banana glutton has such a cool sprite but has been neglected
mechanically, this helps make him a little more worthwhile and the extra
obj damage helps him not be in that sucky place where he is too large to
vent crawl and not powerful enough to break down doors.
Ideally in the future we should probably be more restrictive with
allowing mobs to smash airlocks and give them another way of opening
doors via armblade -like prying or ID implants.
## Changelog
🆑
add: banana gluttons gain max health and heal by eating foods! And they
can smash doors.
balance: clown mobs no longer get nuked by bad atmos.
balance: blown mobs have new death drops.
balance: most clown more are now faster!
balance: clownanas are now plants and are immune to carbon dioxide.
balance: living lube is now a slime and highly brute resistant.
balance: longfaces now hit decently hard.
fix: clownanas and longfaces can now be biopsied.
/🆑
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
When using the `map_export` admin verb the following things are fixed:
- All objects density, anchored, opacity, atom_integrity, and
resistance_flags vars are saved
- Multi-tile objects being spammed on all tiles the sprite reaches
- Dirt decals error icon
- Airlocks error icon and to save welded state
- Dark Wizard Simple Mobs error icon
- Closets to save welded, open, and locked states
- Air alarms to save name
- Air scrubbers/vents to save name and welded states
- APCs to save name, charge, cell, lighting, equipment, and
environmental states
- APCs spawning a duplicated terminal underneath it when one already
exists
- SMES to save charge, input, and output states
- Holodecks to revert any holodeck turfs to the empty turf and skip
saving any hologram items
- Photos and Paintings error icons
- Bloody Footprints error icons
- False Walls error icons
- Docking Ports runtimes because the map template var would change
- Effects (lasers, portals, beams, sparks, etc.) saving when they should
be omitted
I would have loved to get `component_parts` to save for machines and
turf decals, but perhaps that is for another day since it requires
complicated solutions.
Here are some before and after pictures:




## Why It's Good For The Game
Better map saving code.
## Changelog
🆑
fix: Fix `map_export` admin verb not properly saving a massive amount of
objects.
/🆑
- 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
Adds horse and unicorn plushies. Available from cargo, plus horse
plushie is available as a loadout option.

## Why It's Good For The Game
Horses are the original sports car. They're like big dogs you can ride.
They're like motorcycles that love you back. We have horses to thank for
pulling our ambulances and fire trucks before engines were invented. God
I fucking love horses.
Unicorns are okay.
## Changelog
🆑
add: horse and unicorn plushies
/🆑
## About The Pull Request
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack
This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.
This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).
## Changelog
🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
## About The Pull Request
This PR includes a number of fixes, buffs and improvements to the clown
mobs to make them more playable and worthwhile.
### Atmos tolerance buffs
This PR removes the insane unsuitable atmos and temperature damage clown
mobs used to take and bring it in line with other mobs.
In addition, clownanas can tolerate lower oxygen levels and are immune
to carbon dioxide due to their half plant biology.
### Movement speed changes
A lot of these mobs were previously unviable due to their slow speed,
one of the most important stats.
This problem will only get worse for basic mobs if the proposed basic
mob stamina changes get implemented.
Most of them are still slower than humans but now have some chance to
corner a human in some circumstances.
(I plan to add more ways to modify basic mob run speed in the future to
help with this.)
The flesh clown and honkling are now fast again, I remember the original
speed nerf of fleshclown upset the very few fleshclown enjoyers once i
PR'd in the initial balance pass years back.
### Glutton buffs
The banana glutton is now given a mechanical incentive to eat lots of
foods to nudge them into good RP.
They heal for every item and gain max health every 5 items eaten!
The banana glutton can now smash doors.
They can now prank the crew with ink sacs should they find them.
### Biotype update
Clownana has gained the plant biotype.
Living lube has gained the slime biotype.
### cell lines & samples
clownana and longface; the two other clown cell lines now have samples
associated with them and can be biopsied to create pure samples of each
cell line.
The clownana banana bunch can also be swabbed for the pure clownana cell
line!
### death drop changes
The death drop element now spreads the items out slightly instead of
stacking lots of drops in the center of the tile.
Clown mobs now drop less soap and more peels, with some of the rarer
ones dropping mimana, bluespace or gros michel peels.
The clownana now has a chance to drop full bananas or even a full banana
bunch.
The banana glutton has a chance to drop a heart of freedom.
The flesh clown now drops a meatclown instead of soap, and a piece of
human skin instead of a bloated human suit.
### other stat changes
living lube is now highly resistant to brute damage
longface can now acutally fight a little bit, still kinda terrible
though.
## Why It's Good For The Game
These mobs are quite beloved but their level of playability is low due
to poor balance.
The main problem is atmos.
Even a whiff of bad atmos would gib these mobs before they could get to
safety.
Many of them had their speed set way too high or way too low when they
were first added, even after i adjusted their speeds years ago I was
being too conservative.
Their loot tables were too similar, this helps with that a little bit. A
couple of them might even be worthwhile farming for their drops in
certain niche situations!
The banana glutton has such a cool sprite but has been neglected
mechanically, this helps make him a little more worthwhile and the extra
obj damage helps him not be in that sucky place where he is too large to
vent crawl and not powerful enough to break down doors.
Ideally in the future we should probably be more restrictive with
allowing mobs to smash airlocks and give them another way of opening
doors via armblade -like prying or ID implants.
## Changelog
🆑
add: banana gluttons gain max health and heal by eating foods! And they
can smash doors.
balance: clown mobs no longer get nuked by bad atmos.
balance: blown mobs have new death drops.
balance: most clown more are now faster!
balance: clownanas are now plants and are immune to carbon dioxide.
balance: living lube is now a slime and highly brute resistant.
balance: longfaces now hit decently hard.
fix: clownanas and longfaces can now be biopsied.
/🆑
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
When using the `map_export` admin verb the following things are fixed:
- All objects density, anchored, opacity, atom_integrity, and
resistance_flags vars are saved
- Multi-tile objects being spammed on all tiles the sprite reaches
- Dirt decals error icon
- Airlocks error icon and to save welded state
- Dark Wizard Simple Mobs error icon
- Closets to save welded, open, and locked states
- Air alarms to save name
- Air scrubbers/vents to save name and welded states
- APCs to save name, charge, cell, lighting, equipment, and
environmental states
- APCs spawning a duplicated terminal underneath it when one already
exists
- SMES to save charge, input, and output states
- Holodecks to revert any holodeck turfs to the empty turf and skip
saving any hologram items
- Photos and Paintings error icons
- Bloody Footprints error icons
- False Walls error icons
- Docking Ports runtimes because the map template var would change
- Effects (lasers, portals, beams, sparks, etc.) saving when they should
be omitted
I would have loved to get `component_parts` to save for machines and
turf decals, but perhaps that is for another day since it requires
complicated solutions.
Here are some before and after pictures:




## Why It's Good For The Game
Better map saving code.
## Changelog
🆑
fix: Fix `map_export` admin verb not properly saving a massive amount of
objects.
/🆑
## 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
Since #90505 added another entry to it the Regal Rat Riot ability, which
turns maintenance creatures into versions loyal to the rat, has become
sort of unmanageable (and to be honest it was a bit gross to start
with).
Instead of having a big if/else list (which was making the same range
check multiple times...) that sets stats on a bunch of mobs, I delegated
it to the mobs themselves and instead of changing some stats of the
existing mobs we just turn them into a new mob which can be spawned or
placed separately by mappers or admins if they want.
Other stuff I changed:
Riot (the ability which transforms mobs into minions) no longer spawns a
mouse if it fails to find anything. Instead you have a chance to fish
mice out of disposals bins while digging out trash and items.
Domain is now a toggle which activates itself every 6 seconds rather
than a button you manually click every 6 seconds.
Riot makes a visual effect when used.
Rare Pepe randomisation is done via a random spawner instead of the mob
modifying a bunch of its own properties in Initialise.
A bunch of mobs now automatically follow you after being tamed. I wrote
this assuming I was going to add it to the rioted mobs but then didn't
end up doing that because you might want them to immediately attack
someone.
My rule of thumb is that if I think you'd want the mob to attack someone
the moment it is befriended I didn't add this and if you wouldn't I did.
I changed some of the regal rat minion names, and some of them can now
spawn from gold slime which couldn't before.
## Why It's Good For The Game
This proc sucked and now it's nicer.
As for the other changes;
- A tamed mob immediately following you is nice feedback and saves you a
click as it's likely to be your first action. Also removes some admin
panel shitcode I added.
- I changed Domain to a toggle because you generally want to use it on
cooldown and someone suggested it on this PR and it sounded like a good
idea.
- I saw someone in Discord complaining that the previous flow of
recruiting rats by hitting Riot with nothing around to summon one,
waiting, hitting it again to convert one rat, and waiting again was
tedious and annoying which I agree with.
This method improves the quality of life by separating these two actions
but _also_ as a side effect reduces a regal rat's ability to secretly
stockpile 50 rats in a hidden maintenance room because most disposal
bins are in slightly more visible areas, they'll actually need to go and
make a mess somewhere someone can see them.
## Changelog
🆑
balance: Regal Rats can now grab mice out of disposal bins, and no
longer spawn them with the Riot ability.
balance: The Riot ability no longer needs to be used once for each
slightly different kind of mob in your radius.
balance: The Regal Rat Domain ability is now toggled on and off.
balance: Several kinds of mob will immediately start following you once
tamed.
balance: Rats, hostile frogs, and evil snails can be created via gold
slime reaction.
/🆑
## About The Pull Request
Someone stopped mice from spawning in dangerous atmospheric conditions
but they forgot about the snails.

## Why It's Good For The Game
Think about the SNAILS
## Changelog
🆑
fix: stops snails from clogging up CI
/🆑