## About The Pull Request
Moves the deep lore proc to the parent for guns.
Adds deep lore to some of the pistols.
Rewrites the deep lore for the stun baton and contractor baton.
Repaths the Liberator pistol to a more sensible path name.
Rechambers the Regal Condor to .45, because I was today years old when I
learned that the Tiger Cooperative are _[radical Christian
extremists](https://github.com/tgstation/common_core/blob/cf1edb9f770e7d3c38ca894e951ab5ac50395a47/Governments%20and%20Organisations/Corporations/The%20Syndicate/The%20Syndicate.md?plain=1#L73)_.
I just thought they were nutso about changelings, I didn't know they
also think they're God's ubermensch. Anyway, that freak who started the
cult would chamber their relic pistol in .45 and you know it.
## Why It's Good For The Game
I love dumping large amounts of text into the code base that will
rarely, if ever, be noticed by the player. It's also the means by which
I can summon forth my good friend Hatterhat to contribute to this
codebase. Like a carrot on a stick.
If I post enough, one day he'll PR flashforge mines like he promised me.
## About The Pull Request
A few tweaks regarding diamonds and bluespace crystals with regards to
ore vents.
With the quantity of bluespace crystals and diamonds that have been
reintroduced to the game, in an attempt to maintain their status as the
rarest tier of material to obtain for the station, both materials have
been removed from the standard pools of ores that can spawn into
boulders. What this **means** is that it can't roll as a primary
material for a boulder, providing 25-10 sheets worth of material.
**However,** diamonds and BS crystals are now available from all tapped
vents as an artifact boulder spawn. These artifact boulders will spawn
at a flat 7% chance, previously set as a random range of 0-10% randomly
per vent. Because this chance was never communicated to players, I think
it's fine at this point to split the difference, lock it in at 7%
(Considering that we're adding more things onto the artifact boulder
outcomes as is, I've elected to throw it to a slightly higher chance,
based purely on vibes). For clarity, these two artifact boulders add a
flat 1-5 sheets of their respective material to the boulder on spawn,
the same as mining a single tile of their respective ore from a wall.
Additionally, the overlays when scanning an ore vent will now show a
flashing icon to represent the rare chance that these two materials may
spawn. Text has been added to the examine for ore vents to explain this
behavior.
Boss vents may still spawn diamond and bluespace crystals, but at a
lower weighting than all other materials.
Due to diamonds and BS crystals being removed from the standard ore vent
weightings, their distributions within the ore vent mineral distribution
used on roundstart has been shifted, while otherwise keeping a similar
distribution of minerals across vents, according to the rough intent of
what minerals should show up at what rarities.
As previously stated, these two artifact material boulders add their ore
to the boulder itself, meaning that you may also want to pick out
artifact boulders in order to do limited chemical boosting for up to 50%
more materials.
## Why It's Good For The Game
Diamonds and bluespace crystals are intended to be rare, valuable, and
desirable enough to go out of your way to obtain. Ore vents ideally
should have had some sort of built-in scaling that tweaked the amount of
that specific material they produced, but I never got around to
implementing that and as a result they've been really, REALLY common for
the last while. One of the design goals of the new mining PRs that have
been released recently as to try and reintroduce some rarity and
desirability into these high tier minerals by adjusting their
availability while not completely locking them off from the rest of the
game.
This was a compromise to also still provide some utility to doing ore
vents with the reintroduction of ores being more common from
wall-mining. Wall diamonds and bluespace crystals will still exist, but
this way completing a small collection of ore vents will help to supply
the station with materials, where it's the quantity, not the quality of
vents that provides the best value, while noting you're still going to
be recieving these drops somewhat rarely unless optimizing your factory
output.
## Changelog
🆑
balance: Non-boss ore vents may no longer contain bluespace crystals and
diamonds.
balance: All ore vents now have a flat 7% chance to spawn an artifact
boulder.
balance: There are now 2 new artifact boulder types, which may contain
1-5 sheets worth of bluespace crystals or diamonds respectively. These
boulders may have their rare ore boosted via chemical boosting.
balance: ore distribution in vents have been adjusted to accommodate for
bluespace and diamonds being removed from vents accordingly.
spellcheck: Ore vents now explain the artifact boulder mechanic on
examine.
/🆑
## About The Pull Request
Removes broken option from prosthetic organ quirk and add it to organs
tab
## Why It's Good For The Game
The prosthetic brain was bugged and didnt work with the prosthetic organ
option, now you can select surplus brain in organs tab
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: prosthetic organ no longer includes option for brain, you can
choose it from organs tab
add: surplus brain now uses more mechanized sprite to match the
description
/🆑
---------
Co-authored-by: Copilot <copilot@github.com>
## About The Pull Request
I considered at first moving the siege weapon variant (the thing you use
to craft the repeater) behind the crafting book too, but the siege
weapon version isn't strong or problematic enough to need it, and that
would be basically a soft-removal since nobody would make it except to
make the iconoclast's repeater.
The iconoclast's repeater (specifically making the handheld version) now
requires use of a crafting book to learn how to make, which spawns in
maints in the same loot pool as the other "good" improvised weapons.
Without it, the welded-on version of the repeater may still be produced.
## Why It's Good For The Game
While they are fairly strong and the infinite ammo thing removes the
requirement to have weapon rechargers (trivializing antagonists like
blobs and xenomorphs) the main issue though is their mass availability.
Specifically, you can build autocrafters to make as many as them as you
want because of how trivially easy they are to produced. The current
"rule" with improvised weapons is if they are on par with cargo
ordered/armory stocked weapons, they have to be learned from a
maintenance book. This limits how freely they can be made and
distributed without nerfing them into the ground in order to make them
an occasional occurrence like the heroic laser musket, which I think is
probably the best way to handle it.
## About The Pull Request
- Removes `previous_reaction_list` & `failed_but_capable_reactions` from
reaction holder. Gives considerable memory savings because reagent
holder is used in a lot of places
- Removes proc `has_state_changed()`. This proc didn't do much in saving
reaction code from executing and was inaccurate in most cases anyway.
Removing it actually speeds up stuff
- Refactored `handle_reactions()` to be as fast & efficient as possible.
Removed the use of proc `has_reagent()` and re-arranged other code where
possible
## Changelog
🆑
refactor: reagent reaction code has been refactored for better cpu &
memory performance. Report broken reactions on github
/🆑
## About The Pull Request
- Adds an `EGG` foodtype
- All food recipes are `CAT_FOOD`
Foods now have three sub categories to sort from
Cuisines - correspond to Lizard, Martian, Mexican, etc.
Dishes - correspond to pizza, bread, pastry, etc.
Meals - correspond to breakfast, main, dessert, etc.
In the crafting menu, you can select any number or combination of
cuisine, dish, and meal.
<img width="557" height="559" alt="image"
src="https://github.com/user-attachments/assets/e4265c51-992c-415a-bfc6-cbf44255b3cc"
/>
You can even click two dishes or two cuisines to see results from those
two dish categories or cuisine categories specifically.
- De-capitalized (or \improper'd) several foods for proper formatting
## Why It's Good For The Game
- `EGG` foodtype was added solely to replace the old `CAT_EGG`. Now you
can filter by egg foodtype in the `types` subtab.
- I was playing chef recently and I was a little frustrated at the food
grouping. If you want to find all available pizzas, it's split between
moth and pizza. If you want to find all available soups, that's split
between soup, lizard, moth, and martian. Adding more granularity allows
for chefs to find exactly what they're looking a lot faster.
- Formatting
## Changelog
🆑 Melbert
qol: "Egg" foodtype now exists for better food sorting, though no
species in particular likes or dislikes it at the moment.
qol: Food crafting recipes now have three sub categories - Cuisine type,
Dish type, and Meal type. You can now filter between "Moth Pizzas" or
"Lizard Soups" rather than needing to guess if the recipe is in "Pizza"
or "Mothic".
spellcheck: de-capitalized several foods
/🆑
## 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
TL;DR: "What do you mean we didn't have a negroni in the game before?"
This adds three new very commonly used liqueurs to the game: A bitter
red aperitivo, an herbal liqueur, and maraschino liqueur. Additionally,
it adds 15 new classic cocktails that use these new liqueurs.
Mechanically relevant drinks include:
- The Poet's Dream, which can grant non-heretics the ability to dream
like them
- The Garibaldi, which grants revolutionaries the determination to shrug
off their wounds
- The Jungle Bird, which soothes the supermatter when ingested by those
around it
- The Thermonuclear Daiquiri, which causes you to glow (and very rarely
emit high-energy nuclear particles)
- and more!
Full list here: https://hackmd.io/@0lHAWBNkSXixU4v6xxYS_w/SkYjyDofbg

On the non-player facing side of things, this also refactors the heretic
dream code a bit and adds a trait that enables non-heretics to have
heretic dreams, which could easily be used by other things (ie if anyone
wanted to make a perk or something that does this)
Also, special thanks to MrMelbert and ChipPotato for helping me out with
coding stuff in the discord!
## Why It's Good For The Game
This is good for the game for more or less the same reasons as my first
classic cocktail PR #92955 is good for the game: More variety gives
bartenders more to do and a greater range of drinks to base gimmicks off
of, and adding more cocktails to the game which are commonly served in
IRL bars decreases awkward, RP breaking moments where someone orders a
cocktail that's a staple you can find just about anywhere but which
isn't in the game. Additionally, the new liqueurs are commonly used in
many other classic and modern cocktails, which people can use to make
cocktails in future projects.
## Changelog
🆑
add: Added three new liqueurs, with bottles available in the
booze-o-mat.
add: Added 15 new cocktails that use the aforementioned liqueurs.
/🆑
## About The Pull Request
Ports some bags for roundstart selection from Nova Sector. Same amount
of space as any other bag ever.
## Why It's Good For The Game
Cool bags. Different aesthetics, if desired.
## Proof Of Testing
works on my machine or something. Screenshot below.
<details>
<summary>Screenshots/Videos</summary>
<img width="1287" height="735" alt="image"
src="https://github.com/user-attachments/assets/d7ecf201-1442-4f80-99cd-a116ea04de51"
/>
</details>
## Changelog
🆑
add: Front pack, waist pack and belt pack for selection in character
preferences, found under the regular bag selection. Despite the names,
still equipped on your back.
image: Supporting sprites for the new roundstart bags
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Cybernetic/Cortical brain touch-up. Discuss.
Also because vox use cortical brains, we touched their code a little.
Tangent: I wish there was a way to make the brain restore surgery
capable of taking a multitool without being a separate op :\
# But why?
It's been noticed that people are using cortical brains to shoot up some
meth without consequences. This was a) not originally intended b)
genuine power creep, as previously the only way to be able to process
chems without the brain damage was to be a vox, who do start with
robotic-only brains. So, this PR is to address it. Sure you get an EMP
weakness, but this server has a soft-stigmatization against using EMPs
so that's leery on the social contract.
Fret not! You'll still have the option of a roundstart brain which
doesn't take meth damage. It just also takes slightly more EMP damage,
has less health than an ordinary brain, and if it ever gets removed, it
explodes as the other prosthetics do (but doesn't qdel). So really,
there's not much of a consequence.
## Proof Of Testing
https://github.com/user-attachments/assets/f48efc8b-9f4b-4fd1-b71f-145a1d4b63c5
<img width="255" height="167" alt="Screenshot_10"
src="https://github.com/user-attachments/assets/0334b931-0593-4721-9de2-a02211253e28"
/>
yeah i flipped it on the below one. it's correct now though
<img width="661" height="171" alt="Screenshot_11"
src="https://github.com/user-attachments/assets/554eaf09-8ee4-4a1a-a95b-c7332a078610"
/>
## Changelog
🆑
add: Previously-unobtainable surplus-cybernetic brain added to
Prosthetic Organ quirk
add: Cybernetic brains given the ORGAN_PROMINENT trait, following normal
brains.
add: Vox Primalis unique cybernetic brain has been finally added to
their species descriptions. (Bet you didn't know they had one)
balance: (Roundstart) Cortical brains given ORGAN_ORGANIC, so they can
be fixed with both mannitol and a multitool. Vox brains are excluded
balance: Brain options in character prefs have been given a 1
quirkiness-point cost.
fix: Cybernetic/Cortical brains have their repair hints updated to
reflect what they can actually be repaired by
code: Prosthetic Organ quirk moved to modular_zubbers
code: 'Vox Primalis' now considered a collective noun
code: dangerous_organ_removal has a new variable to toggle between organ
qdel or having its damage set to max health.
/🆑
## 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
Adds some safeties to metalgen, preventing it from morphing abstract
tiles like space or liquids like lava/water. Space being morphed is
***really*** bad, and may have been the culprit behind the crashes.
Possibly? fixes#95230, I have not been able to reproduce the issue and
we don't really know what exactly is going on but I suspect its
something to do with turf scraping on said space tiles.
## Changelog
🆑
fix: Metalgen can no longer morph abstract turfs like space or chasms
/🆑
## About The Pull Request
A very small change that slightly improves the keybinds section by
changing the word "Unbound" to "...", also known as the
[ellipses](https://www.thepunctuationguide.com/ellipses.html).
This PR only changes string names, no other mechanics, so everything
else _should_ be working normally. Every string in the code matching
"Unbound" has been changed, including one comment for clarity.
There doesn't seem to be any issue with existing custom keybinds. All of
mine transferred seamlessly, so no one should need to redo their
keybinds.
## Why It's Good For The Game
Better visibility. Rather than playing 'find the numpad bind' scrolling
through a long list of ~100 keybinds, they show up a little easier now.
This is also the standard in other games, but not always an ellipses -
sometimes a double dash "--", but I figured there's already a dash "-"
bind by default (for the A.I. to reconnect to its shell) so the ellipses
might fit better. The ellipses is also commonly used for "awaiting
input" of some kind.

## Changelog
🆑
qol: Keybinding visual improvements: "Unbound" is grayed out and custom
binds are highlighted in green for better visibility
/🆑
## About The Pull Request
- You can now add effects when multiple reagents are metabolized per
tick by creating a new subtype of
`/datum/stacked_metabolization_effect`. So lets say you have 3 reagents
A & B & C and you want to implement some unique effect when all 3
reagents are present at the same time. Instead of implementing those
effect inside each of those reagents like such
```dm
/datum/reagentA/on_mob_life()
if(holder.hasReagent(/datum/reagentB) && holder.hasReagent(/datum/reagentC))
//do stuff
/datum/reagentB/on_mob_life()
if(holder.hasReagent(/datum/reagentC) && holder.hasReagent(/datum/reagentA))
//do stuff
/datum/reagentC/on_mob_life()
if(holder.hasReagent(/datum/reagentA) && holder.hasReagent(/datum/reagentB))
//do stuff
```
You can now implement that effect by creating a subtype of stack reagent
effect as such
```dm
/datum/stacked_metabolization_effect/unique_effect
requirements = list(/datum/reagent/A = 1, /datum/reagent/B = 1, /datum/reagent/C = 1)
/datum/stacked_metabolization_effect/unique_effect/apply(list/reagents_metabolized, mob/living/carbon/owner, seconds_per_tick)
var/metabolization_ratio = average(reagents_metabolized)
//do stuff with the ratio
```
The effect is applied per tick and you can check for subtypes as well
like such
```dm
/datum/stacked_metabolization_effect/unique_effect
requirements = list(/datum/reagent/A = 3)
```
## Why it's good for the game
The framework of stacked reagent effects allows contributors to
implement unique effects for metabolizing multiple reagents at once. The
benefits are obvious.
Right now it's a framework that is unused but should hopefully see some
use in the future
## Changelog
🆑
code: adds a framework for implementing effects when multiple reagents
are metabolized per tick
/🆑
---------
Co-authored-by: Jordan Dominion <jordanhcbrown+github@gmail.com>
## About The Pull Request
Does what it says on the tag. Lets you vat-grow goats with a sample of
their cells and a couple reagents.
These cells can be found in both living goats and maintenance sludge,
similar to cows and chickens.
## Why It's Good For The Game
Goats are a common animal and there's no real reason not to have them be
grown by cytology.
Additionally, #95022 gave me the idea of fighting kudzu with an endless
army of goats and I was pretty disappointed to find out you couldn't do
it.
## Changelog
🆑
add: Pigs and goats can now be grown in a cytology vat
/🆑
## About The Pull Request
1. Refactors gauze
Removes gauze var from `/stack`, adds a shared parent between tape and
gauze.
Behavior of "sticking thing on limb" is now a bit more generic, with
there being a component to facilitate it and a framework on `/bodypart`
Closes#92990
2. Adds Tourniquets
A first aid item, when attached to a limb it reduces blood loss from
that limb by 90%.
However while attached you walk slower (if on a leg), interact slower
(if on a arm), and yes, you rapidly die if you put it on your head
Paramedic belts have their starting equipment changed again for the
500th time.
Surgical tape -> Tourniquet
Bone gel -> Bonesetter
<img width="604" height="224" alt="image"
src="https://github.com/user-attachments/assets/443dd5c0-44a3-4ccb-9f6a-c561bbf2fba9"
/>
## Why It's Good For The Game
Adds some more variety for field treatment of bleeding wounds, and in
the future we can add things like "improvised tourniquets" or
"improvised splints" with wooden planks.
## Changelog
🆑 Melbert
add: Adds Tourniquets. While attached to a limb, reduces blood loss from
that limb by 90%, but makes you walk / interact slower. (Or if you put
it on your head, you die.)
add: You can purchase Tourniquets from the premium section of the
medical vendor
add: Paramedic belt setup has changed yet again: Surgical tape replaced
with Tourniquet, Bone gel replaced with Bonesetter.
add: You can use all forms of tape as splint - like Gauze. Will secure a
fracture but won't stop your blood from exiting.
refactor: Refactored gauze entirely, report any strangeness with it (or
tape, or tourniquets)
/🆑
## 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
Adds `/obj/machinery/biogenerator` to
`GLOB.typecache_elevated_structures`, protecting food on top of it from
decay and germs
## Why It's Good For The Game
Biogenerator prints food but said food can get dirty immediately
## Changelog
🆑 Melbert
qol: Biogenerators protect food placed on top of them from germs
/🆑
## About The Pull Request
- Fixes#94676. You cannot anchor plumbing machinery on tiles that have
other plumbing machinery regardless of their layer operating on it
- Closes#94681. I have not been able to reproduce it but with wrenching
code improved here it should be able to happen
- All Plumbing machinery during CI will report overlapping machinery &
ducts with the same layer on their tiles
- Removed unused signal `COMSIG_OBJ_DEFAULT_UNFASTEN_WRENCH`
## Changelog
🆑
fix: plumbing machinery can't be anchored on top of machines that have
other ducts/plumbing machines on them
code: improved plumbing layer overlap code to report early bugs
/🆑
## About The Pull Request
Floppy disks received a sprite upgrade, as well as unique wraps:
<img width="364" height="150" alt="image"
src="https://github.com/user-attachments/assets/0ac433e3-7432-4c06-bec2-aeae00b6852f"
/>
<img width="786" height="527" alt="image"
src="https://github.com/user-attachments/assets/0f36bd0d-0362-4431-8131-49060a2fe348"
/>
You can now stack floppy disks! They also scatter around when thrown.
The video also showcases new styling options with a selection of
stickers! You can also write something on the disk instead of selecting
an icon:
https://github.com/user-attachments/assets/ff0a8542-9d79-4108-ae46-672ca5d620a2
MOST disks now inherit the `/item/disk` type to properly stack and do...
stuff. An updatepaths script included.
## Why It's Good For The Game
Old school is cool. Stacking disks makes them feel more authentic, while
styling allows for more crearivity!
## Changelog
🆑
add: New unique wraps for floppy disks
qol: Floppy disks can now be stacked
image: New sprites and stickers for floppy disks
map: Added and ran an updatepaths script
refactor: Most disks are now under the base disk item type
/🆑
---------
Co-authored-by: The-Tyrant <tyrantofgaming@gmail.com>
## About The Pull Request
The horrific necktie can now be used in-hand to give it sentience, if
someone chooses to become it they will inhabit the tie, being able to
only speak with the person that gave them sentience and other people
inhabiting the tie, and can't use radios.
It can also be forcefully entered into from the ghost spawners menu as
long as someone's wearing the tie (or if there's already a tie in it,
that it's being worn by the same person that created the original host).
The tie can theoretically have infinite ghosts inhabiting it, you can
'ghost' verb out of it at any time to leave.
<img width="695" height="171" alt="image"
src="https://github.com/user-attachments/assets/512645aa-610e-488a-b0a2-dca74a91d7e6"
/>
Much of the player-facing texts are taken from
https://github.com/TheSwain/Fulpstation/pull/306 - The parts that were
left out in the port, https://github.com/tgstation/tgstation/pull/62113
Can rename itself at will, but the name of the item itself will never
change, so it is limited to being in the head of the person wearing it.
<img width="295" height="60" alt="image"
src="https://github.com/user-attachments/assets/c67445d4-daa2-4edc-a065-04be11617548"
/>
## Why It's Good For The Game
A harmless reference and improves Detective gameplay by allowing a
backseater able to commentate on the person's gameplay, guide, or
encourage different behaviors. Hearing people bicker in your head is
also really funny which I have seen to some limited degree with split
personalities.
## Changelog
🆑
add: The horrific necktie can now become sentient.
/🆑
## About The Pull Request
Title. The basetype penguin lacks an `icon_state` as well as a name.
This is the only use of the basetype penguin that could lead it to being
spawned, so I believe it's unintentional.
also adds it to `abstract_mob_types`.
## Why It's Good For The Game
Being turned into something spriteless is fairly confusing.
## Changelog
🆑
fix: Several things that turn you into a random animal will no longer
turn you into a spriteless penguin.
/🆑
## About The Pull Request
So, partial language understanding scaled the % chance to translate
something based on the ranking in the most common words list
But the ranking isn't real the list is in alphabetical order
So, adds a new list of the 1000 most common words sorted by *frequency*,
which I found on a random github page.
Is it scientifically found? I have no idea, but it looks good enough to
work.
This list doesn't share the same 1000 words as our existing one, so I
added all the differing words (amounted to ~400) to the original list.
So now partial language understanding correctly translates words based
on frequency.
## Changelog
🆑 Melbert
fix: Partial language understanding now correctly has a higher chance of
translating more common words.
qol: Aphasia got slightly more words to work with
/🆑
## About The Pull Request
Rather than having 100 separate list variables on `SSaccessories`, have
1 list for all feature keys that are associated with sprite accessories
This way you can get a feature by doing
`SSaccessories.feature_list[key]`, instead of necessitating
`SSaccessories.ears_list`, `SSaccessories.tail_list`, etc.
This lets us cut back on a lot of boilerplate in prefs, dna, and organs
## Why It's Good For The Game
We can see the benefit in this example: This is all the code for horn
DNA, bodypart overlay, and preference
```dm
/datum/dna_block/feature/accessory/horn
feature_key = FEATURE_HORNS
```
```dm
/datum/bodypart_overlay/mutant/horns
layers = EXTERNAL_ADJACENT
feature_key = FEATURE_HORNS
dyable = TRUE
/datum/bodypart_overlay/mutant/horns/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner)
return !(bodypart_owner.owner?.obscured_slots & HIDEHAIR)
```
```dm
/datum/preference/choiced/species_feature/lizard_horns
savefile_key = "feature_lizard_horns"
savefile_identifier = PREFERENCE_CHARACTER
category = PREFERENCE_CATEGORY_FEATURES
main_feature_name = "Horns"
should_generate_icons = TRUE
relevant_organ = /obj/item/organ/horns
/datum/preference/choiced/species_feature/lizard_horns/icon_for(value)
return generate_lizard_side_shot(get_accessory_for_value(value), "horns")
```
## Changelog
🆑 Melbert
refactor: Refactored species unique organs slightly, particularly how
they are set up at game start. Report any oddities, like invisible tails
or wings
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
discussed in #93439, a generic proc for getting a list of all types
minus abstract types.
applies this to most instances of a for loop that currently filters out
abstract types
it SHOULD be a nothing burger for performance, however I have not bench
marked the difference. (also testing, there is a total of 7 calls in
init to it)
## About The Pull Request
So a pr a few months ago (#92438) shuffled around a bunch of our global
lists away from the misc file- and, in the process, broke some one with
special handling.
This just re-introduces the special handling for the top 1000 most
common words list, so it's once again associative, and moves it and the
other language lists into its own file so they're all nice and together.
This fixes our issues.
However, the file itself is still *alphabetized* rather than ranked by
commonness, despite us treating it as if it is.
...I'm leaving untangling that mess to a separate pr
## Why It's Good For The Game
Fix jank 👍
## Changelog
🆑
fix: Partial language understanding once again knows which words are
common.
fix: Expressive Aphasia is no longer so aphasic you don't know any
words.
/🆑
## About The Pull Request
What it says on the tin. Cargo now has new math for market elasticity,
each parameter and what it does is explained below
**1. Refactor**
1. **k_elasticity**: This is the elasticity as before applied on all
exports except now this is a floating-point value that swings from
`0->1` instead of 10e-10 like is the current case. This in laymen terms
is the percentile of an items actual cost that is sold on cargo [0 means
you get no credits, 0.5 means you get 50% of the items cost, 1 means you
get 100% of the items cost]. Whenever an item is sold on cargo this
value decreases by an amount that is determined by the next variable
2. **k_hit_percentile(default 5%)**: This is the value by which an
export `k_elasticity` decreases whenever an export is successful for
every unit of an item sold. The real formulae by which the exports
elasticity decreases is dependent on the total amount sold and is as
follows
<pre>k_elasticity -= amount sold (1 for most cases except stacks) *
k_hit_percentile</pre>
So subsequent exports yield lesser profits cause the elasticity
decreases. Now the rate at which the elasticity recovers is as follows
3. **k_recovery_time(default 10 minutes)**: This is the time (minimum
unit should be seconds) it takes for the elasticity to rebound back to
100% after it has reached full 0 but recovery process starts immediately
if it decreases at any point. So if elasticity becomes say 50% it means
it would take 5 minutes to reach 100% again
**2. Some Balance changes**
1. Profits earned from exporting gas is linear per mole sold so the more
gas you put in the more profits you get HOWEVER the max number of
credits you can make per canister is 15000 cr
2. Selling fish yields higher prices because it's no longer subject to
the old elasticity formula
3. Selling 50 sheets of anything will decrease future sale price by 10%
and will take 8 minutes to rebound back to 100% if it reaches 0
**3. Improvements:**
- `SSProcessing` subsystem no longer processes more than 180+ export
datums from round start itself but now starts out empty. It instead
processes only those exports whose elasticity has been impacted and
later cancels it after elasticity has reached 100% so performance of
this subsystem has been drastically improved
- export datums now respect `abstract_type` meaning they won't be
created and can be used as a skeleton body for subtypes. So datums like
`datum/material` & `datum/material/market` are not created anymore but
only their subtypes are so we save processing power & memory
- Shaved of a lot of dead exports that went unused
## Changelog
🆑
balance: cargo exports now have different prices with applied elasticity
code: Improved performance of export code
qol: stock blocks can be recycled for materials & show up as stock
blocks in order console sold items
refactor: refactored cargo export code in whole. Report bugs on GitHub
/🆑
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>