## About The Pull Request
See title
## Why It's Good For The Game
I think we should be able to make our own round tips without touching
the /tg/ text file.
## Proof Of Testing
<img width="834" height="48" alt="image"
src="https://github.com/user-attachments/assets/9f3a74af-1c64-45dc-963c-8a27f7592bfe"
/>
## Changelog
🆑
code: Added a modular string/bubbertips.txt folder for our own round
tips.
/🆑
## About The Pull Request
Adds slipless foam + one slipless foam for each life time + adjusted
long foam's life time from 30 seconds to 24.
Adds new foam reactions, list of what they produce below.
salt water = lasts shorter + no slip
soda water = lasts shorter
ice = no slip
holy water = lasts longer + no slip
hollow water = lasts longer
## Why It's Good For The Game
Sometimes, you want to flood medbay with a colorful reagent grenade
WITHOUT it slipping everyone and blocking it for a stupid amount of
time.
## Changelog
🆑
add: New reactions for water variants that make foam
code: New foam types that either slip or last longer or shorter
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
Closes#96085
Also went through other say spans and converted them to defines, as well
as fixed beepsky smash's hallucination beepskys not having their spans
due to incorrect span being passed.
## Changelog
🆑
fix: Bubblegun suicide no longer makes the user yell out HTML
fix: Beepsky Smash beepskys now use proper text formatting
code: Cleaned up say span code in a few places
/🆑
## About The Pull Request
Issue was twofold
- `log_game` was in an `else`, meaning it only got called if the log
didn't have a user, despite the comment making it clear it should be in
both cases
- `message_admins = dud_flags != NONE` meant that admins were only
messaged for grenades that are duds instead of the other way around
## About The Pull Request
For two recipes to conflict, 3 conditions must be satisfied:
1. Overlap in chemicals: ingredients and catalysts of one must be a
subset of another, with reagent amounts being less or the same.
2. Overlap in containers: the "short" recipe must either have no
container requirement or have it the same as the "long" one.
3. Overlap in temperature ranges: there must be no temperature where
"long" recipe can occur without "short" one taking place as well.
This PR fixes the proc to make it work in the way I described here
(currently it would almost never pick up on a conflict, because almost
all recipes are hot and many don't have the same `required_temp`)
## Why It's Good For The Game
This proc is part of unit tests, so it's kinda important that it should
work correctly
## Changelog
Not player facing, I believe
---------
Co-authored-by: l0 <-->
## About The Pull Request
Replaces the space vine check in solar `/process` with a turf trait
## Why It's Good For The Game
Just cleans up this random bespoke interaction for something more
reusable
## Changelog
🆑 Melbert
code: Solar arrays don't check for the pressence of space vines every
process tick
/🆑
## About The Pull Request
As it is now, you enable it once, and all the current observers and dead
mobs are removed from the keyloop list.
New ghosts and observers are unaffected entirely.
But the worst part is you can get mobs reviving into their corpses and
being unable to move, requiring admin intervention.
This should fix all these issues. We have procs that always get called
when mobs die or are created, let's just hook into those?
## Why It's Good For The Game
Less admin intervention required for a tool that shouldn't require any
## Changelog
🆑
fix: disable dead keyloop lagswitch measure now properly affects new
ghosts, and fixes an issue where people can revive and still be frozen
/🆑
## About The Pull Request
Ports our optimizations to the version of ghost runechat introduced by
https://github.com/tgstation/tgstation/pull/95223
Instead of looping through all the mobs a second time it will do it in
deadchat_broadcast(). Also adds a global for if drunechat is
enabled/disabled and an admin verb for toggling it on or off.
<details><summary>still works</summary>
<img width="330" height="220" alt="dreamseeker_kkNBPBjbMv"
src="https://github.com/user-attachments/assets/4706ad98-fafe-4f88-9de0-6b72983ab044"
/>
</details>
## Why It's Good For The Game
Better option for performance
## Changelog
🆑
code: speeds ghost runechat up a bit, and makes it show as italic
admin: adds a 'toggle dead runechat' admin verb in case you need to
disable it midround for an event or something
/🆑
## About The Pull Request
Removes Station-Time entirely
Server Time is now NST (Nanotrasen Standard Time). SS13 takes place
exactly 540 years in the future of the current day, so every second is 1
second in-game.
Round Time is now PT (Pay-Time), how Nanotrasen keeps track of how long
the current rotation of Employees has been working for.
Telecomms uses NST due to its importance of being the communication to
the blackbox.
Autopsy report, clocks, scientific reports and requisitions use both
timestamps due to them being more official documents that NT may need to
know beyond just the current round (just for flavortext).
Pretty much everything else (Det scanner, PDA, IC logs, Time-of-Death,
AI law changes, Cyborg file downloading) uses PT
PT
<img width="305" height="217" alt="image"
src="https://github.com/user-attachments/assets/cef73025-6292-4f9c-8565-197397bda2ca"
/>
<img width="168" height="59" alt="image"
src="https://github.com/user-attachments/assets/a99db568-045d-45fc-8206-0d9a7b13c7d2"
/>
<img width="308" height="122" alt="image"
src="https://github.com/user-attachments/assets/37ca6f17-8916-4af2-9c91-0f0707038ca5"
/>
https://github.com/user-attachments/assets/29445051-c98b-4af3-a657-812083aab91a
Clock (Literate)
<img width="748" height="292" alt="image"
src="https://github.com/user-attachments/assets/c824e812-91b5-4737-858d-768336e9a7c4"
/>
Clock (Illiterate)
<img width="446" height="94" alt="image"
src="https://github.com/user-attachments/assets/90d5ea0d-eaff-4ced-aa31-ffdf0b4832a5"
/>
New paperwork time working properly
<img width="311" height="190" alt="image"
src="https://github.com/user-attachments/assets/6d048926-db61-4c91-893b-ce93e1ea7775"
/>
NST
<img width="800" height="115" alt="image"
src="https://github.com/user-attachments/assets/35ffde49-13c1-4ce7-ab24-858e48b608bd"
/>
<img width="1288" height="142" alt="image"
src="https://github.com/user-attachments/assets/40c30d16-e0de-4efc-b460-9486eeb901d6"
/>
# Other changes
1. Circuit time checker will now get the value of the given input (Hour,
Minute, Second) rather than the full dedisecond time converted into
hour/minutes/seconds
<img width="270" height="67" alt="image"
src="https://github.com/user-attachments/assets/097440cc-1c45-447f-9976-18de7f9c722c"
/>
2. Turns nightshift into a round event that'll last approximately 22
minutes
3. 12-hour pref (doesn't apply to the stat panel because it's global
info) & removal of "TCT" time
<img width="569" height="440" alt="image"
src="https://github.com/user-attachments/assets/d39083b1-d248-41c0-9a1c-b2398ca203a7"
/>
4. The chocolate pudding negative moodlet is now based on the server's
IRL time.
5. Admins can now use ``class``, ``style`` and ``background`` (they were
already given perms to use ``img`` so hiding background, which was
removed to prevent image embedding, is pointless)
6. Also fixes ``year`` being off on localhost.
## Why It's Good For The Game
Server Time is approximately 1s = 12s converted, not including it
desyncing from lag (I believe?).
This makes it pretty much impossible for people to actually use this as
a unit of measurement for in-game actions.
Different things also uses different timestamps which is a bit more
confusing.
The main change here is for accessibility and, hopefully, using time as
a source of immersion. "20 minutes ago" is no longer OOC, they're just
speaking in PT. There's no timezones in space, Nanotrasen Standard Time
is the closest there is, but Pay Time is how NT considers when you get
your paychecks, so it's what is more commonly used.
It also fixes major inconsistencies between "IC time" and "Station
time", things like breakfast moodlet was the first 15mins of the round
despite the round starting like 7 hours in? Nukies with an L6 SAW firing
down the halls was shooting like 1 bullet every 3 seconds (assuming 4
bullets per second), overall there was just a disconnect between how
long time actually is in the universe.
The secondary reason for this change (though it is what pushed me to
actually get around to making this change) is the greater stat-panel
removal. This hopes to lessen the dependence on the stat panel for
station-time by making it easier to understand, and the end-goal I have
is for this information to be limited to Admins & the AI (AI will get
the IC version with the accurate year), so until that happens I would
like to improve the use of station-time by making it consistent (for
example, you should only care for PT for IC, which is also what your PDA
displays), so that when it gets removed it won't leave players timeless.
If you haven't already, and is interested in helping remove the stat
panel, every entry that needs to be removed can be found here -
https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view
Closes https://github.com/tgstation/tgstation/issues/94988
## Changelog
🆑
del: Removed Station Time, now we use NST (Nanotrasen Standard Time),
which is IRL server time +540 years, and PT (Pay Time), the amount of
time since the round has started.
del: Station nightshift is now a Station event rather than being based
on Server time.
balance: Time circuit's Unit of Measure now tells the amount of time in
hour/minute/seconds rather than giving the whole time translated to
hours/minutes/seconds.
qol: Added a 12-hour clock pref for people who prefer it.
qol: Hovering over NST timestamps on official documents will now
translate how much it is in PT/Shift Time.
admin: Admins can now use style/class/background in their papercode.
/🆑
---------
Co-authored-by: Isratosh <Isratosh@hotmail.com>
## About The Pull Request
modifies the makeHologram proc so you can set the color as an argument
(defaults to the original blue colour)
## Why It's Good For The Game
More versality in case you want to make something holographic and not
blue.
## Changelog
🆑
code: makeHologram now allows a color override.
/🆑
## About The Pull Request
this translates some various
- `FLOOR(x, 1)` -> `floor(x)`
- `CEILING(x, 1)` -> `ceil(x)`
- `SIGN(x)` define is gone, just uses the native BYOND `sign()` now.
Also, the `MODULUS` define is just a wrapper for the [BYOND `%%`
operator](https://ref.harry.live/operator/modulomodulo) now.
would be nice if someone double checked to make sure there's no
potential subtle oddities resulting from this.
## Why It's Good For The Game
These procs presumably did not exist whenever the defines were written -
and they are BYOND builtins, meaning it will just be, say, one `sign`
instruction, instead of two comparisons and a subtraction.
## Changelog
no player-facing changes
## About The Pull Request
Mining Equipment that requires low pressure to work now works in areas
with water vapor in it. The specific threshold is 1 mole of water vapor.
For reference, Moon Station's external atmos has 1.1 moles.
## Why It's Good For The Game
So miners can mine on the middle level of Moon Station if they choose.
This affects:
- Berserk Armor
- Grapple Gun
- Resonators
- Space Crawling for Heretics
- Ripley Stuff
- Raptors
- Cyborg Mining Shields
- Kinetic Accelerators
- Brimdust Sacs
- Sphere Modsuit Modules
- Rush Glands
- Mining Pens
- Mining Drones
## Proof Of Testing
Untested. If it compiles, it werks.
## Changelog
🆑 BurgerBB
balance: Mining Equipment that requires low pressure to work now works
in areas with water vapor in it.
/🆑
## About The Pull Request
``/datum/action/proc/Trigger(mob/clicker, trigger_flags)`` has a lot of
children, many of which use mixed ``. = ..()`` or no parent calls at
all.
https://github.com/tgstation/tgstation/blob/d65ee47f6ebd0384d463a1f2a044c321ff2d912f/code/datums/actions/action.dm#L163-L170
This PR attempts to standardize all the children procs to call parent in
a uniform way, or cements that they *shouldnt* call parent for whatever
reason.
## Why It's Good For The Game
Base proc calls are important, yanno?
The base proc has the action button signals and availability proc on it,
so its technically possible for children procs of trigger() to have
check_flags enabled, but never blocked (i.e AB_CHECK_CONSCIOUS,
AB_CHECK_HANDS_BLOCKED).
Some children procs have IsAvailable on them, but its possible they can
be skipped over if a coder is not paying attention. This reduces that
risk.
## About The Pull Request
This adds null checks to `strip_appearance_underlays` and
`copy_appearance_filter_overlays`, because I have seen many runtimes on
live from null overlays/underlays existing - and the runtimes mean that
the procs will return null, potentially resulting in a strange blank
icon for whatever's using it.
Also added return type hints to those two procs, 'cuz why not.
## Why It's Good For The Game
I'd rather have these procs consistently work.
## Changelog
No user-facing changes, prolly. Might fix bugs, idk which in specific.
## About The Pull Request
- Fixes#95310
- Depends on #95319
## Changelog
🆑
fix: you cannot install infinite water recyclers in the sink frame
fix: you can attach sink frames to walls in most cases regardless of
what's on the wall(except when there is already a light fixture, camera
or another sink)
/🆑
## About The Pull Request
- `/datum/chemical_reaction/randomized` is now created along with the
main chemical reaction list and not loaded separately inside the
persistent subsystem. This ensures slightly faster init time and less
snowflake code for adding those chemical reactions later on
- Removed vars that are unused inside
`/datum/chemical_reaction/randomized` but keep those that could be
potentially changed for future recipes
- Merged procs and moves loading recipe data into `New()` making the
code clean and slightly faster
- Random reactions now retry 5 times to be re-added when collisions
happen before giving up
- Removed global lists `GLOB.food_reagents` and
`GLOB.medicine_reagents`. This significantly saves memory for global
lists and makes init faster because we no longer create and delete food
items to init the former list
- `/obj/item/paper/secretrecipe` now picks from all valid random recipes
by default making it robust
## Changelog
🆑
refactor: random recipes like metalgen & secret sause have been
refactored. Please report bugs on github
/🆑
## About The Pull Request
- The `prosthetic replacement` surgical operation has been reverted to
be closer to how it used to work: The operation is done targeting the
limb that's missing
The change was made out of necessity, as surgical state was tied to
limbs - you had to operate on the chest to re-attach limbs because there
was no limb to operate on.
To circumvent that, I have done the unthinkable of adding stumps when
you are dismembered.
- Missing limbs are now represented as an invisible, un-removable,
un-interactable limb.
Making this change was not as difficult as originally anticipated, and
(at least surface level) seems to have broken very little.
Surprisingly little had to change to make this work.
Direct accesses to `mob.bodyparts` was changed to `mob.get_bodyparts()`
with an optional `include_stumps` argument.
Similarly, `get_bodypart()` had an optional `include_stumps` added.
This means we ultimately barely needed to change anything, and in fact,
some loops/checks were able to be streamlined.
## Why It's Good For The Game
- As mentioned, this change was out of necessity and was easily the
least intuitive part of the broader changes. Reverting it back to how it
used to work should make it far easier for people to pick up on, and
means we can cut out a bunch of bespoke instruction sets that I had to
include.
- The addition of stumps also adds a ton of future potential - code wise
it allows for stuff like better damage tracking (we can transfer damage
between limb <-> stump rather than limb <-> chest), and feature we can
do "fun" stuff like have stumps bleed on dismemberment that you can
bandage.
## Changelog
🆑 Melbert
del: "Add prosthetic limb" surgical operation has been reverted to be a
bit closer to how it used to work - you operate on the missing limb /
limb stump, rather than on the chest.
refactor: Missing limbs are now represented as limb stumps. In practice
this should change nothing (for now), as no features were rewritten to
make use of these besides surgery. Please report any oddities with
missing limbs, however.
/🆑
## About The Pull Request
Refactors random reagent spawning to be divided into bitflags. This mean
you can now decide from which random sources a reagent is allowed to
spawn. Rejoice, now maintenance pills can have fun reagents without
having to deal with the balance implications of a botanist producing
1000u of it!
**SO NOW MAINTPILLS CAN HAVE CYBORG NANITES AND XENOMORPH MICROBES!!
REJOICE, MY ABOMINATIONS!!!**
Code stuff:
CAN_SYNTH is now only for copying reagents, which is what it was
originally intended for. A new randomized_spawns var has been added to
reagents that decided where it can spawn.
I've also changed some unsanitary reagent spawners to obey the spawn
flags. This was the beebox kit (which could spawn literally every
reagent in the game, including adminordrazine) and traitor bees, which
now can't spawn the two spider toxins and gatfruit toxin (why do we even
have gatfruit toxin?? shit does nothing).
Balance overview:
- Beeboxes no longer spawn everything
- Traitor bees no longer spawn venom, viper venom and gatfruit toxin
- Maintenance pills now spawn cyborg nanites and xenomorph microbes
When I say maintpills, I mean REAL maintpills. The ones of which only a
few spawn per round in maintenance, and not the fake ones that feature
creepers added to cargo, blackmarket and that got mapped in
## Why It's Good For The Game
We're limited to which reagents we can spawn randomly because sources
like strange seeds, geysers and fake maintpills are infinitely
reproducible, and can be used to get an infinite amount of every random
spawnable reagent in every round (to be fair this is quite labor
intensive, but never underestimate autism).
Only about 3-6 maintenance pills spawn per round and there's about 700
spawnable reagents. There's simply no way to force the odds to get the
reagent you want. I think the crew can have a little maintxenomicrobes
and a little maintpill borgnanites
As to why these two specifically:
borgnanites are already only randomly obtainable, are cured easily and
the effects of it are just one more cyborg player. It's a fun story, and
not particularly disruptive to the round
Xenomicrobes are admin only, so I would not be lessening any other
features. Otherwise it's pretty much gonna cause an incident in-game
when this happens, but who cares!!!
I can make maintpills secretely reroll if the reagents are extracted
instead of eaten to keep these always contained to the person eating
them, but our playerbase so prefers eating over grinding that I think
it's fine
I have not included inverse reagents, blob spores etc because I respect
them as their own features. I would however like to add some new, wacky
maintpill reagents that can lead to some fun stories.
## Changelog
🆑
fix: Fixes beebox and traitor bees not obeying the reagent blacklist
balance: Maintenance pills (the achievement variety that only spawns in
maint) can now generate with xenomorph microbes and cyborg nanites
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Since I'm trying to move away from the stat panel as part of my project
here - https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view - I thought the
reboot timer should be moved out before the stat panel could be made
optional, due to its importance to post-round players (especially to
know if the round is rebooted).
Once the round is over the whole screen kinda becomes pointless, so we
can take as much screen space as we can.
I put this under the tooltips, using similar behavior to it, like the
layer & outline.
This is inspired by the Goon roundend, which does pretty much 1:1 what
this is.
#### Goon's, for reference:
<img width="1397" height="787" alt="image"
src="https://github.com/user-attachments/assets/309b5d6e-c4dd-4f6f-8b83-2256eecd4569"
/>
#### Ours:
https://github.com/user-attachments/assets/b14efae2-e280-47e9-b3db-f57b2060cce7
It's also non-widescreen friendly
## Why It's Good For The Game
Moving things away from the stat panel and to being more player visible
is a positive IMO.
It's also a necessary step to taking away from reliance away from said
stat panel.
## Changelog
🆑
add: The endround timer telling you when a reboot is happening has been
taken out of the stat panel and is instead text over your screen
(similar to Goon)
/🆑
## About The Pull Request
- Removed global list `fake_reagent_blacklist` in favour of
`abstract_type`. Saved memory
- Removed proc `get_chemical_reaction()` in favor of
`GLOB.chemical_reaction_list`. No proc overhead and faster access
- Remove unused proc `remove_chemical_reaction()`
- Removed proc `find_reagent()` in favour of
`GLOB.chemical_reagents_list`. No proc overhead and faster access
- Directly access name of reagents via `::` operator from typepaths
instead of looking up the datum in global chemical reagents list for
some operations. Faster variable access
- Removed unit test `reagent_id_typos`. The typepaths will error at
compile time because they aren't strings so there's no need for this
test
## Changelog
🆑
code: cleaned up code pertaining to reagent & reaction lookup
/🆑
## About The Pull Request
**The majority of the work was done by Ozzo in #1471.**
GAS are snake bugs hailing from Baystation 12.
- They hate the heat, but are durable against low-pressure environments
and the cold.
- They cannot wear suits and most clothes, but have built in armor (it's
in their name).
- It is harder to grab GAS.
- They are taller than the average spaceman.
https://github.com/user-attachments/assets/f9ac1078-0d41-4a26-850f-26a2cd7bbf01
They currently have no lore or species description, but plans are in the
works for both to be made.
## Why It's Good For The Game
It's a new species that was well-recieved when it was tested the first
time around, before being lost due to a lack of work on it. I am here to
continue work on it and add new features to it if they are requested by
the person that wanted them.
## Proof Of Testing
It compiled and ran, hence me being able to take the video. There were
no runtimes. I attached an image of a stylish GAS as further proof of
testing.
<details>
<summary>Screenshots/Videos</summary>
<img width="137" height="111" alt="image"
src="https://github.com/user-attachments/assets/4b2ddd78-9312-4f0e-bbac-37bd51290490"
/>
</details>
## Changelog
🆑
add: Added a new species: Giant Armored Serpentids (GAS)!
/🆑
## About The Pull Request
The roundstart report has been dripped out with a logo and some
additional flavor
<img width="585" height="916" alt="image"
src="https://github.com/user-attachments/assets/d0dab027-24e4-4d4a-a5ad-59616b3bf33d"
/>
The flavor messages are just some randomly selected lore tidbits or
filler text
Other changes:
- Paper now updates to your writing implement immediately, rather than
on process ticks.
- Adds a config to hide the dynamic report for cutting down the length
of the roundstart report. Disabled by default
- Footnotes now requires `R_FUN` rather than `R_ADMIN`
## Why It's Good For The Game
Makes the command report look a ton more official while introducing some
fun worldbuilding.
## Changelog
🆑 Melbert
qol: Paper UI now updates immediately when you pick up or drop a writing
tool.
qol: The roundstart command report has had its style updated, and now
contains some bonus lore.
admin: Changes the perms needed to add command report footnotes to "Fun"
rather than "Admin"
admin: Adds a verb for changing the command report main contents
(Requiring "Fun")
config: Adds a config for hiding the dynamic report, disabled by default
(disabled meaning you still get the report)
/🆑
## About The Pull Request
- Closes#95039.
Although intentionally removed in #94678 the inconvenience of not
allowing ducts under machines of different layers isn't worth the visual
clutter it has helped in reducing so I'm bringing it back
## Changelog
🆑
qol: you can place plumbing machines on ducts with different layers
again
/🆑
## About The Pull Request
Deletes `can_hear`, replaces it with trait-checking deafness.
The only two non-trait sources of deafness (hardcrit and lacking ears)
were refactored into using the trait.
## Why It's Good For The Game
Many places inconsistently check for the deaf trait rather than use
can_hear which meant behavior was not consistent.
Some code would treat "do we lack ears?" as being deaf, some would not.
This unifies all the behavior so being deaf means you're deaf
everywhere.
It also means we can now easily react to gaining and losing deafness via
signal, where before we could not react to it without hooking the trait,
organ remove, AND stat change. Which no one did, of course, because who
would ever think to do that?
## Changelog
🆑 Melbert
refactor: Refactored how deafness is tracked. Please report any weird
interactions with sounds, like messages or sfx being missing.
fix: Lacking ears and being in hard crit now consistently treats you as
"being deaf". This affects a few minor interactions like empath, the
jukebox, and sleeping.
/🆑
## About The Pull Request
It will basically ALWAYS error in some way, but I've found it quite
helpful for debugging and I figure that's worth the cost.
Really shouldn't be used on live... ever.
## About The Pull Request
This PR refactors ``effect_system``s to be a bit easier to use by
getting rid of ``set_up``, allowing ``attach()`` to be chained into
``start()`` and refactoring most direct system usages in our code to use
helper procs.
``set_up`` was unnecessary and only existed to allow ``New``'s behavior
to be fully overriden, which is not required if we split
sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype
which houses the effect spreading behavior. This allows us to roll all
logic from ``set_up`` into ``New`` and cut down on code complexity.
Chaining setup as ``system.attach(src).start()`` also helps a bit in
case no helper method exists
I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively
allow chemical smoke or foam to be spawned easily without having to
manually create effect datums and reagent holders.
Also turns out we've had some nonfunctional effect systems which either
never set themselves up, or never started, so I fixed those while I was
at it (mostly by moving them to aforementioned helper procs)
## Why It's Good For The Game
Cleaner code, makes it significantly easier for users to work with. Also
most of our effect system usage was copypasta which was passing booleans
as numbers, while perfectly fine helper procs existed in our code.
## Changelog
🆑
refactor: Refactored sparks, foam, smoke, and other miscellaneous effect
systems.
refactor: Vapes now have consistent rigging with cigs using the new
system.
fix: Fixed some effects never working.
/🆑
## About The Pull Request
This PR adds a universal framework for editing sprites, and adds an
example implementation by way of porting paint canvases to it. This
should have no impact on serializing paintings in the database. As part
of this canvas refactor, zooming in and out of a canvas is now handled
entirely on the client side.
The paint palette component has also been refactored to allow a variable
number of colors up to the specified maximum, instead of populating all
color slots to start out with.
Some features of the sprite editing framework are unused in this PR, as
they were not necessary for feature parity with the current
implementation of paintings. However, they remain present for use in
future PRs, such as a PDA painting app that was separated out of this
branch for atomicity. These features include:
- Eraser tool
- Undo history
- Layers
- Multi-dir icon support
Support for animated icons is not present, but planned to be added when
a new feature needs it.
### New Painting UI Screenshot:
<img width="1210" height="596" alt="NewCanvasUiDemo"
src="https://github.com/user-attachments/assets/4181745b-716b-4068-b3a2-d2491e5abf09"
/>
## Why It's Good For The Game
This framework opens the possibility for a wide variety of new features,
such as Goofball's planned tailoring mechanic. Additionally, the
consolidation of all the controls into a single window should make
painting more user-friendly.
## Changelog
🆑
refactor: Painting has been significantly refactored with a new UI that
should provide every painting control you need without having to unfocus
the UI window. Please report any issues.
refactor: Items that can store paint palettes now start with no colors.
Colors can be added to and removed from the item's palette, up to the
number of colors they previously stored.
/🆑
---------
Co-authored-by: Jordan Dominion <dominion@tgstation13.org>
## About The Pull Request
This PR refactors wall construction on girders, wooden barricades and
metal foam to use a centralized element, which listens to item
interaction signals and attempts to make any available wall recipe.
This change is an atomized prerequisite to my blueprinting system, since
that system requires a sane way to dynamically change the speed at which
walls are built.
This PR will later be expanded to refactor girder construction steps in
general.
I also added `proc/valid_typesof(base_type)` as a side effect of my
previous attempts at refactoring this stuff. There's now what amounts to
a code comment easter egg in the same file, because DM is wacko and
you're going to get cursed now too. :)
## Why It's Good For The Game
The old system had ~20 bespoke yet highly similar wall construction
steps. Some of the wall recipes were also concatenated from a string on
the used stack type. To put it bluntly, the code was fucking horrible.
Same thing goes for the rest of the girder construction steps, they were
all bespoke.
## Changelog
🆑
refactor: Refactored girders and wall construction. Report any bugs.
tweak: Some niche wall types might have their wall delay changed by like
2 seconds. This doesn't affect normal walls, reinforced walls,
falsewalls or any other important wall types.
/🆑
## LTS Document
Check this document before making any significant future changes to
blood worms, please.
https://hackmd.io/@RikuTheKiller/H1AHQSKNZx
## About The Pull Request
THIS PR SHOULD ABSOLUTELY BE TM'D FIRST
Blood worms are a new progression antag. When the event runs, 2
candidates are picked from ghosts and spawned in as blood worm
hatchlings, which then have to grow up, do a couple objectives and take
over the station.
Hatchlings are weak outside of a host, while juveniles can stand their
own reasonably well. Adults have high offensive power and can only be
dealt with using the right gear or a lot of luck and robustness. They're
meant to be a moment of glory for achieving maximum progression and they
can bootstrap the next hatchlings by gathering corpses before cocooning.
Each growth stage requires 30 seconds in a cocoon, which can only be
created after consuming a lot of blood. There's a falloff curve on a
per-blood-type basis, meaning you can't drain the same person over and
over again to reach adulthood. The medbay freezer is a priority target
for the blood worms and can get one of them to the juvenile stage if
fully ransacked.
It takes 500 blood to mature from hatchling to juvenile, and 1500 blood
to mature from juvenile to adult. You can only get up to 1000 blood from
synthetic sources like monkeys, and consuming synthetic blood is 30%
less efficient. Blood worms can also examine living targets to see how
much blood a target has, and how much growth the blood worm would gain
for consuming that blood.
Blood worms spawn in vents and have night vision for maneuvering in
maintenance. Hatchlings can ventcrawl, while juveniles can move around
by breaking things. Optionally, you can take over a host with a lot of
access like the Captain to go basically anywhere, especially if nobody
knows you killed the captain.
Behind the scenes, host-taking kicks the host's original mind to a
backseat mob. This needs the most testing in practice, but it's
confirmed that it returns the host's mind back to their body, at least
in testing.
All mob, ability and action sprites are made by INFRARED_BARON. Legal
rights were transferred to me after I paid for the commission.
Note, I've been working on this massive PR for quite a while, so
documenting every small change is really hard! Apologies for anything
I've missed. There's a lot.
Final note, admins can spawn these by either:
A. Trigger the midround event via the dynamic-panel verb, under the
Rulesets tab.
B. Giving someone the Blood Worm antag datum via the Traitor Panel in
the Player Panel for the target player. This will transform their mob
into a valid Blood Worm, with all of the associated objectives and such.
### Active Abilities
1. Leech Blood (No Host) - Lets the blood worm drain blood from living
targets and reagent containers. Uses an aggressive grab to restrain
living targets until leeching is over, which takes around a second to
initiate. Causes oxyloss during the leeching. NPC monkeys can't escape
from this and it floors targets as well.
2. Spit Blood (Both) - Multi-function ability, lets the blood worm fire
ranged corrosive blood spit at targets, melt restraints on their hosts
by right-clicking, and as an adult, shoot a burst of blood spit at a
target by right-clicking. Note of the right-click abilities, shooting
bursts can't be done while in a host. (to avoid unfair stealth kills)
Shooting a burst has a much longer cooldown than shooting normally. All
spit types cost blood to use.
3. Invade Corpse (No Host) - Lets the blood worm take a host for
themselves, consuming all of the host's blood and in essence, "becoming"
the host. Any bloodloss inflicted on the host is taken as damage to the
blood worm, and the blood worm retains its weakness to fire even in this
state. Burn damage itself no longer has any extra damage, though.
4. Leave Host (Host) - Title, literally just leaves the host after a
delay. Notably works even while the host is moving, dead, incapacitated
or otherwise fucked up in any way, shape or form.
5. Inject Blood (Host) - Lets the blood worm heal its host. The potency
of this increases as the worm grows up, but so does the cooldown and
blood consumption. This works on organ damage, injuries, etc.
6. Mature (No Host) - Makes the blood worm enter a cocoon for 30
seconds, emerging as the next growth stage. Requires an increasing
amount of consumed blood / growth as the blood worm uses it.
7. Reproduce (No Host, Adult Only) - Makes the blood worm enter a cocoon
for 30 seconds, with 4 hatchlings emerging out of it, including the
original blood worm, now reverted back into a hatchling as well.
8. Revive Host (Host) - If the host is in a viable state to be revived,
revives them after an animation sequence plays out.
### Passive Abilities
1. Space Immunity - Blood worms are immune to the cold, low pressures
and a lack of oxygen. Only the immunity to a lack of oxygen carries on
to hosts from this.
2. Organ Insertion - Blood worms can insert organs into their hosts by
right-clicking on them with the organ in-hand. This mainly exists to
deal with hosts that lack organs, and avoids the gotcha where an adult
blood worm ends up gutting their host by hitting them too hard, as they
can simply fix it on the spot.
3. Life Support - Blood worm hosts don't need a heart, lungs or a liver
to survive. Lungs are useful for speaking, and a liver is necessary to
process reagents.
4. Regeneration - Blood worms slowly heal over time. This is nowhere
near enough to overcome bleeding or heat damage, since it's 0.3 hp/s for
a hatchling, 0.4 hp/s for a juvenile and 0.5 hp/s for an adult.
5. Night Vision - Blood worms can see in the dark. This doesn't extend
to hosts.
6. Ventcrawling - Hatchling blood worms can ventcrawl.
7. Doorcrawling - Hatchling and juvenile blood worms can slide under
doors. Doing so takes 3 seconds for a hatchling and 5 seconds for a
juvenile.
8. HUD - Blood worms can tell how much blood targets have at a glance,
via a blood HUD bar exclusive to them. They can also tell apart other
blood worm hosts from normal people via an antag HUD. There's also an
examine message they can use on living targets for even more info.
### Weaknesses
1. Heat and Fire - Blood worms quickly die to heat, their bodies are
flammable and their blood will burn up if their host's core temperature
is too high. The main counter to this is getting a host with
flame-resistant gear.
2. Bleeding - While in a host, bleeding wounds will directly damage the
blood worm itself. How much a host needs to bleed before the worm dies
depends on their growth stage. Blood worm hosts keep bleeding even while
dead, so just keep hitting them and they'll die. Blood worms
automatically leave their hosts when they hit 10% health or lower, and
their hosts bleed 50% faster than normal people.
3. Stuns - Blood worms have no way of dealing with a stunned host other
than getting out. They can deal with any restraints by melting them,
though.
4. Testing - Security can order a blood worm testing crate from cargo,
either for a 20 minute cooldown via the security cargo interface
console, or for 10000 credits via the supply console. It contains 4
single-use testers that hurt a bit when applied, but are instant to use
and 100% accurate. The stopgap is that they're really fucking expensive
and only work once per item.
### Screenshot
<img width="280" height="132" alt="image"
src="https://github.com/user-attachments/assets/00d22361-997e-4347-a0bf-aa240de40727"
/>
## Why It's Good For The Game
Antagonist variety, mainly. This is basically Cortical Borers 2:
Electric Boogaloo.
Currently, we lack any antagonists with mind control abilities. That
really sucks!
I've also gotten a lot of positive feedback about the antagonist while
working on it.
This antagonist also has great potential for roleplay, as they can take
over hosts, surprise attack people by getting out of a dead corpse, talk
to each other using Wormspeak, etc.
I think we're also itching for variety on "pest" antagonists. Right now
we just have spiders and xenos. Everybody knows these two, so why not
mix it up a bit?
And as for balance? Blood worms are relatively easy to dispatch when you
know their weaknesses, which are extremely clear. Bleeding for hosts,
fire for either one, lasers for the worms themselves. As long as you get
the host in crit and keep hitting, you've pretty much won, and they
can't keep spamming Inject Blood forever since they'll quickly run out
of blood to use.
## Changelog
🆑
add: Added a new heavy roundstart/midround antagonist, the Blood Worm.
Credit to INFRARED_BARON for the sprites!
fix: Removing traits based on a source no longer causes issues with
trait signals.
fix: High-priority effects no longer double-trigger due to subsystem
issues.
fix: Weighted averaging in reagent merging code has been band-aid fixed.
It's not the best, but it works.
/🆑
## About The Pull Request
As title says, skin butchered from humans (currently only applies to
lizardskin) now inherits their owner's skin color, and so do items
(lizardskin boots and hats) made from it.
Also this PR gagsifies lizardskin hats and boots for this very reason.
## Why It's Good For The Game
Consistency, when you butcher a purple lizard you should get purple
lizard boots.
## Changelog
🆑
add: Made lizard skin and lizardskin items inherit their "donor's" skin
color
/🆑