## About The Pull Request
I didn't realize that default aggro range for mobs is 9, so tendrils
would try to attack you with their whips and spikes despite you being
completely out of their range, which looks pretty funny.
I've fixed this by separating out aggro ***grab*** range and aggro
sustain ranges, lowering latter to 5 for tendrils, and adding checks for
target distance for both abilities it has. The Thing also had a similar
behavior but used rather jank code for that (which I don't think even
worked), so I've modified it to use the new system as well.
## Why It's Good For The Game
Stationary mobs probably shouldn't try to attack mobs completely out of
their reach
## Changelog
🆑
fix: Tendrils no longer try to attack you when you're out of their reach
code: Cleaned up The Thing's aggro code
/🆑
## About The Pull Request
Title.
So, the proc takes instances, but we were getting typepaths from the
global list. This fixes it, by getting the instances.
Also makes rerolled antags always pick from the original reroll.
## Why It's Good For The Game
Bugs bag
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1736" height="424" alt="image"
src="https://github.com/user-attachments/assets/6ad83ee3-f453-4f43-bb32-10b2555b2654"
/>
</details>
## Changelog
🆑
fix: Antagonist reroll now works
/🆑
## About The Pull Request
Changes hard density and flexibility requirements to be flag checks for
valid item crafting flags for armor, and non-amorphous materials for
everything else (so basically anything but snow and raw sand (not
sandstone))
## Why It's Good For The Game
The restriction was mostly futureproofing and doesn't do much currently,
I don't see this adding much, this just ended up removing some content
like meat toolboxes/armor on accident. (this was intended to block
snow/paper/sand from being made into material items, but after thinking
a bit paper material stuff does make some sense)
## Changelog
🆑
balance: You can make toolboxes out of meat and paper again
/🆑
## About The Pull Request
i thought this was some sort of strange balance change at first but no
it's definitely not intended, this crafting recipe is supposed to
basically just be a reskin ability to turn a normal jaws of life into a
jaws of recovery. you're not supposed to be able to roundstart shrink
the jaws of recovery down to normal size and make them silent and let
you break into the pharmacy through the windoors
## Why It's Good For The Game
its kinda cringe man
## 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
Refactors teleporter interference into an item flag, refactors
teleporter interference checks to check your contents for items with
this flag rather than doing a hard check for a bag of holding. Currently
this flag is only used by BOH and SMOH, replicating current (intended)
behavior
Closes#96170
## About The Pull Request
Adds a new negative quirk, called Limper. This quirk, as you could
probably guess, will make you limp. Specifically, the limp it gives you
is the same level as a compound fracture, so it's pretty significant.
Luckily, you spawn with a cane, which as long as you are holding you
won't be slowed down. This quirk is -6 points as it is pretty
significant (have to hold an item in one of your hands at all times,
losing this item makes you hella slow) but not quite as devastating as
other disability quirks.
## About The Pull Request
Completely removes individual inventory UI handling from mob and HUD
code and moves it to slot datums.
``/datum/inventory_slot`` now is responsible for displaying items on the
player UI and does so through vis_contests as opposed to screen_loc -
which ensures that wide items will display properly rather than be
offset to the right.
Centralized, slot_id based handling allows us to significantly simplify
inventory and HUD code (see how many lines were removed) as you no
longer need to individually track all items for both the HUD owner and
the observer, and makes it easier for us to fully datumize inventory
handling in the future.
Also fixes a bug where observers would see players' storage UI and have
the items linger on-screen after its closed.
## Why It's Good For The Game
Makes working with inventories and HUDs easier, fixes visual issues with
wide items, I need this for human rendering refactors.
## Changelog
🆑
refactor: Refactors inventory UI to be completely datum and
vis_contents-based
fix: Observers should no longer see doubled up inventory UIs
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Title.
Closes https://github.com/Bubberstation/Bubberstation/issues/5632
The exact implementation is a new variable on quirks that qdels the
items they spawn or early returns if its a path.
Family heirloom and medicine allergy are exempt.
## Why It's Good For The Game
bugs bad
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1556" height="628" alt="image"
src="https://github.com/user-attachments/assets/0162d509-4dab-48a5-8a78-ded340fad641"
/>
ignore the runtimes thats a tg error
</details>
## Changelog
🆑
fix: Item quirks no longer give items on char slot change
/🆑
## About The Pull Request
Main changes
- `handle_mutations` is gone, DNA Injectors are now managed via a status
effect
- `handle_diseases` is gone, disease stages are just handled via life
signal
- `handle_bodyparts` is gone, it was unused and in the future any
implementations should use a life signal
- `spec_life` is gone, the main content of it is now in `human/Life`,
most children implementations now use life signal, zombie tongues now
handle zombie groans
- Life signal was split in two (pre and active)
Other changes
- DNA injector code was cleaned up considerably
- HARS now alerts admins when you inject someone else with it like
Monkey
- `COPY_DNA_SE` is no longer mistakenly unused (meaning stuff like
transformation sting no longer copies "active mutations")
## Why It's Good For The Game
Across the course of a full round we spend the same amount of time doing
literally nothing in life as we spend on handling human breathing.
Now in the context of a full round this is 8 seconds. Which in the grand
scheme of things, not a whole lot, but if we can get a tiny performance
gain from... not doing literally nothing (especially when we can do
these things cleaner with signals) that's a win in my book
## Changelog
🆑 Melbert
refactor: Refactored dna injectors (both the ones that change appearance
and activate mutations), report any oddities with them like failing to
revert your appearance or mutations not applying correctly
code: Ever so slightly changed how diseases tick, report any oddities
code: Ever so slightly changed how some species mechanics tick, like
golems and slimes, report any oddities
code: The code behind printing appearance modifying dna injectors from
genetics has changed, report any oddities
code: Some backend transformation sting code changed slightly, report
any oddities
code: Zombie "idle" groaning is now tied to the tongue rather than the
species itself
admin: Force-injecting someone with HARS give an admin alert, the same
as force-injecting someone with Monkey
fix: Several methods of copying DNA (including transformation sting)
mistakenly copied "active mutations", this has been fixed
/🆑
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
## About The Pull Request
Adds the Synth Persocomm to both cybernetic brains. Allows automatic
connection of ID to internal computer as well with the ID in your ID
slot. No more linking it via janky methods (though you still can).
Fixes the bug with spawning as lone infil as a synth. No more bugged
uplink in your brain computer.
## Why It's Good For The Game
If my brain is half computer I should be able to use it as a computer.
Fixes multiple issues with the Persocom and adds it to organics with an
augmented brain.
Also bugfix good.
## Proof Of Testing
<img width="1622" height="823" alt="image"
src="https://github.com/user-attachments/assets/9d259d09-2347-4bee-a61a-e873d3eb8b7e"
/>
<img width="1449" height="647" alt="image"
src="https://github.com/user-attachments/assets/be36fdc7-fbcc-43d6-99d1-e0a7d5fc6dc8"
/>
<img width="1463" height="838" alt="image"
src="https://github.com/user-attachments/assets/18b2dd39-c05e-43fc-bac5-00da4d642fca"
/>
<img width="1520" height="789" alt="image"
src="https://github.com/user-attachments/assets/f63fd2a2-bf3b-4652-9e92-32baff97f36d"
/>
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: Uplink location being set to the Persocom when playing as a synth.
It will now fall back to one of the other options.
add: Small persocom update. Automatic ID imprinting and PDA theme
application on spawn. Ghost roles will not automatically imprint their
ID. Don't imprint it as a Persistence role or Ruggero will punch you.
add: Persocom to cybernetic brain options.
add: Additional EMP effects such as stuttering and jittering to the
surplus brain to bring it in line with the cortical brain. EMP effects
are tripled compared to the cortical brain. Woe.
/🆑
---------
Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
## About The Pull Request
Title.
Its now 2x damage, via burn. Additionally, all silver items are baned
against lycan.
## Why It's Good For The Game
One, bugs bad.
Two, I didnt mean for it to be 3x at first.
Three, burn bypasses the lycan brute resistance.
Four, its more flavorful.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="674" height="185" alt="image"
src="https://github.com/user-attachments/assets/3b4a27dd-feb5-40b1-9b84-aca24aa133b0"
/>
</details>
## Changelog
🆑
add: All silver weapons bane lycans
add: Silver weapons now burn lycans
balance: Silver weapons now only bane lycans by 2x
/🆑
## About The Pull Request
Removes the IC tab in its entirety
- Some mobs (Blob Minion & Lightgeist) had manually removed the "pull"
verb, this replaces it with taking away their pull force.
- Lightgeist had their "Me" verb manually removed, this is replaced by
giving them Emotemute trait (the same that mime's bane gives)
- Floor Changer: You can now RMB the arrow buttons to look in a
direction w/o moving. Added a tip to help with this.
- Exit Hivemind: Already an action button and was removed without
further edits
### Removed entirely
Rest
Resist
Look Up/Down
Move Upwards/Down
Activate Held Object
Open Language Menu
Memories
View Skills
### Moved to command bar (secret verb ooh) because I am biased
Sleep
Navigate
### Martial Arts
Martial Arts had a button to see your current skills & the ability to
cycle between artstyles. This was replaced with 1 action button that
does both of these.
<img width="317" height="148" alt="image"
src="https://github.com/user-attachments/assets/afed910f-b6b6-441d-86cb-dade0e253044"
/>
Name auto-updates as you swap artstyle to whatever help verb the current
style uses. Mention of RMB in the name is only there if you have more
than 1 martial art, but the desc will remain just so players can see it
even if they only have one, for future reference.
## Why It's Good For The Game
Brings greater visibility to Martial Art stuff, and especially since the
stat panel is being made optional we should not be hiding ANYTHING in
there.
This also helps me with my project listed in
https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view
And also fixes some sorta-removed features due to removing verbs not
matching people's actual powers due to new features like "Custom Me" and
"Ctrl Clicking".
## Changelog
🆑 SirNightKnight (sprites), JohnFulpWillard
del: Deleted the "IC" tab of the stat panel.
fix: Lightgeists can't emote or pull as intended.
fix: Blob minions can't pull again.
qol: Martial Art users now have an action button for their
artstyle-related businesses, rather than it being in the stat panel.
qol: You can now right-click the move up/down UI buttons to look in the
direction without moving.
/🆑
## About The Pull Request
Splits `inertia_move_multiplier` in two,
`inertia_move_multiplier_passive` and `inertia_move_multiplier_active`
When calculating drift speed, only the better of the two is used.*
Spacer now buffs the former, jetpacks now buff the latter
In short, the bonus to drift speed applied from being a spacer no longer
applies multiplicatively with the bonus to drift speed from jetpacks.
**(If we want further nuance we'd probably have to look at something
like movespeed modifiers. But in the meanwhile this aims to
differentiate "this atom innately drifts faster" and "something is
making this atom drift faster".)*
## Why It's Good For The Game
The 0.75x modifier from Spacer combined with the 0.66x modifier jetpacks
apply ultimately comes out to a bonus of like 0.5x, or in other words, a
2x speed bonus which is a liiiiiiiiiiittle ridiculous. Jetpack jousting
is chaotic enough as-is.
With the changes Spacers will still get mileage out of especially poor
jetpacks (i.e. improvised jetpacks), but with a normal or advanced
jetpack, they'll go as fast as anyone else does.
## Changelog
🆑 Melbert
balance: Spacer: Bonus to drift speed no longer stacks with jetpack
speed - only the greater of the two effects is applied.
/🆑
## About The Pull Request
If glimmering residue (revenant ectoplasm) is scattered in the vicinity
of a mirror, the revenant will be trapped inside it instead.
-When mirrors are cursed in this way, the reflections are shifty and
distorted, like the revenant's reflection when it's alive.
-In this state, the revenant may only communicate via telepathy with
people reflected in the mirror (it's more like "standing close to it",
but that's probably ok).
-If the mirror is broken, the revenant will reform. If it's catatonic, a
new candidate will be pulled, much like with ectoplasm reforming.
-If the mirror is destroyed in another way, the revenant will be
destroyed as well.
-There is a 1/500 chance that a mirror will be haunted roundstart
## Why It's Good For The Game
You can now torment the revenant by eternally trapping it if it really
pissed you off
## Changelog
🆑
add: you can now trap dormant revenants in mirrors
add: haunted mirrors may very rarely appear roundstart
/🆑
---------
Co-authored-by: l0 <-->
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## Interface Science
You know what the problem is with our features? They're all too easy,
too optimized to use. Look at Genetics; we went from a confusing UI that
a 14 year old hardcoded with html into byond to a polished UI using
tgui, optimized for player comfort, and gameplay has suffered. Too long
we have coddled players with fun and easy content, no more I say!!!
To fix ss13, I have added a feature with the most awful, unusable UI
ever. It's just wires with random sequences that may or may not do
something. And yet, you will use it till your fingers bleed and your
eyes go white, and you will be grateful. "Thank you coder daddy", you
say as you sacrifice yourself to a display of unending, procedurally
generated dogshit.
<img width="563" height="294" alt="image"
src="https://github.com/user-attachments/assets/e56c947f-a40c-4df9-beed-672812357576"
/>
Or maybe you're a sick little deviant, and you don't respect me. Instead
of using my awful UI, you start optimizing. You've forced the secret
pulse code, and you're not going to pulse them again and again. You make
your own interface by connecting it with signallers, or integrated
circuits. Ahhh, you beat me! Damn it, and you're gonna get away with it
too.
## About the Pull Request
Adds new job content to science. Science spawns with a few "gizmo"
devices and can order more through cargo. These gizmo's have random
functionalities, like the strange objects you can find in maintenance.
These functionalities come with different settings to change how they
operate.
However, there are no buttons, just wires or a voice interface. You need
to solve, for example, a wire puzzle. You just pulse the wires, and if
you hear ping the sequence is good, if you hear buzz its bad. Just keep
going till you hear a creak sound.
If you do a sequence correctly, there are a bunch of randomly generated
ways this interacts with the functionality, mimicking real life settings
and interactions. Imagine a TV remote with randomized buttons, and you
have to map them out again.
Once you've mapped the sequences, you can make an interface. For simple
ones, you can just make some signaller assemblies. For the best control,
you could connect it with a bunch of integrated circuit signallers, and
program sequences into an integrated circuit machine.
Below is a short video of how the puzzle solving works. (I can't be
arsed to figure out how to record tgui, here's a video I made with my
phone. Also I had the sequences written down, which I STRONGLY recommend
you do.)
https://github.com/user-attachments/assets/93f79f0f-df14-4ff9-8096-f079ebae7e91
<details>
<summary>Actual details</summary>
I have hidden the details to make exploring the feature itself more fun.
The whole thing was written to be convoluted, but intuitive. You should
be able to hit it with a multitool, and figure out everything from
there. It will take a bit to get the gist of it.
Nonetheless, for review purposes I have written down the details here.
If you're reading this for non-review purposes, you should know I have
embedded an internet curse that will at some point in 2026 teleport you
2 meters in a random direction. Continue reading at your own discretion.
The gizmo objects is usually generated with 1 or 2 'gizmodes'.
'Gizmodes' contains the fun-ctionality, and holds different operating
modes (so dubbed 'gizpulse'). You can't directly select a gizpulse, but
instead it generates a bunch of mode selections.
For example, a function that toggles lights has two gizpulses: toggle_on
and toggle_off. There are four different mode selects:
Cycle mode: Adds signal to cycle to the next gizpulse, and to activate
the current gizpulse
Select mode: Adds a signal for selecting every gizpulse, and a signal to
activate whatever the activate gizpulse is
Direct activate mode: Adds a signal for selecting every gizpulse, and
also immediately activates that gizpulse
Cycle-active mode: Cycles to the next mode, and activates it
(inconvenient but only has 1 signal to worry about)
So a light gizmode with the randomly selected 'select mode' has three
signals: select toggle_on, select toggle_off and trigger the currently
selected gizpulse.
Currently implemented gizmodes:
- Lights: toggle on, toggle off
- Move: start moving, stop moving
- Food printer (its filled with the spongebob grey goop thing): print
food (donut or burger)
- Mood pulser (AOE): happy pulse, sad pulse, radiation pulse
- Mopper: select different reagent, dump onto tile (1/2/3 range), make
smoke cloud
- Teleporter (5 to 15 tiles, random dir): Teleport self, teleport mobs
in range 1, do both
- Electric: charge from nearest cell (looks into objects and stuff),
magically gain some charge, make lightning, make emp, charge nearby
object, defibrillate in an area
- Copier (makes fake copies of mobs and objects, visual copy only): scan
objects, print objects, erase all copies
- Sputter: dump oil and shake, throw self
- Bad: explode, explode, explode harder, explode with fire, stab you,
warning, make robot spider, breaks your bones, throws a grenade at you,
radiation pulses
- Some behind the scenes gizmodes (language toggle for voice interface,
for example)
The voice interface starts with wires, with signals to toggle the
language or dump the code words. After that, you can talk to it using
the code words similarly to the wire sequence to solve the rest of the
gizmodes.
</details>
I've added two to every map, somewhere in or near the experimentor room.
They may ocassionally spawn from a maintenance crate spawner
<img width="611" height="331" alt="image"
src="https://github.com/user-attachments/assets/3782700f-57d3-4591-9282-e0de590056e1"
/>
## Why It's Good For The Game
It's really difficult to have "experimentation" type features in the
game. It all has to fit into 1h rounds, and people get used to it real
quick. The experimentor and strange objects kinda try, but it's just one
button and praying a bear doesnt spawn you explodes you.
I don't claim to have solved this perfectly, but I think this is fun.
You truly have to start experimenting, be systematic and write things
down. If you figure out how something works, you can go to the next
stage of making it more convenient to use. I think it's really fun to
mess around with integrated circuits and USB's, and make, for example, a
BCI controlled bluespace launchpad.
So I lean into it! There's different settings to account for, and its up
to you to make it usable! If you like integrated circuits, you'll love
this (maybe).
The gizmo functions are aimed at benefiting the station as a whole in
some ways, to motivate people to make some fun systems for these to get
maximum benefit! A mood pulser near a busy area will make everyone
happier! (I do need to add more like these, I got distracted doing
stupid shit.)
## About The Pull Request
Satiety/junkiness is a weird system that still isn't behaving kindly in
the view of intended behavior. -150 is about a good value to make it so
that even sniffing something from a vending machine does not immediately
kill a positive virus, but trying to fill up from nothing to full at one
will have you getting what you paid for.
## Why It's Good For The Game
Intended behavior good. This would probably have been better to do with
another scaling sort of thing, but honestly, the way satiety works right
now, a -150 threshold in testing seems like it does the job fine. It
increments or decrements towards 0 every tick. A bit more grace here is
fine because if you do go overboard, you will get punished for it. Don't
really consider this a balance thing, more a patch for unintended
fuckery that yet lingers on around this whole system and only really
emerged as unintuitive annoyance.
Edit because it needs to be said: I'm asking this to be considered a fix
because on top of the fix I did last time, which corrected the basic
problem of viruses continuing to self-cure even if you met the
conditions to keep them, those conditions were not appropriately set
with due consideration for just how the values shake out in play. Any
smallest amount of negative satiety was still too punishing for what
we're aiming for.
## Changelog
🆑
fix: A single space twinkie no longer cures a virus or makes it harder
to get rid of one.
/🆑
## About The Pull Request
Digi and snout bodyshape are added and removed if digi or snout is
hidden
There now also exists a digitigrade bodytype which is not removed if the
bodyshape his
Bodyshape is solely used for determining how the body is shaped for
rendering
Bodytype is used for checking stuff like "can digis wear shoes"
This lets us clean up rendering code a bit, allowing us to pass around
bodyshape rather than needing to check our wearer for digi and whatnot
Digi itself is now a component for legs that tracks - on item equip or
unequip - if said items squish the legs.
## Why It's Good For The Game
Right now we do some super jank stuff like updating body every time we
update our jumpsuit which is obviously a bit wasteful
This should make things easier to manage and work with (and maybe more
performant?)
## Changelog
🆑 Melbert
refactor: Refactored how digitigrade and snouts render, report any
oddities with that
/🆑
## About The Pull Request
This is more snowflaky than I'd like but I can't think of a better way
to handle this than directly checking for the shapeshift status, as its
used in a bunch of places.
Closes#96072
## Changelog
🆑
fix: Being shapeshifted while rolling midround traitor no longer robs
you of your uplink
/🆑
## About The Pull Request
UPDATE_ICON is needed rather than UPDATE_ICON_STATE to update the
emissive blocker
Closes#96076
## Changelog
🆑
fix: Fixed plumbing ducts having weird shadows
/🆑
## About The Pull Request
- Closes#95030
- Closes#96081
Removed raw pizza subtype as it is unused and does not function properly
anyways
Also makes pizzas preserve their fillings when sliced
## Changelog
🆑
fix: Fixed custom pizzas having broken sprites and not preserving their
ingredients when sliced
/🆑
## About The Pull Request
When the `force_move()` component is applied, it registers two signals
on the involved mob, to stop it moving, and a third one on the
`move_loop` it's created. The signal on the created loop is there so
that when the loop ends, the `force_move` component can delete itself
and free the user. However, there are no checks for whether the
`move_loop` was successfully created(which isn't the actual problem,
although I have made it runtime there so it is easier to catch in the
future). The issue is that when creating two identical moveloops, it
cancels the creation of the loop, returning nothing even though there is
a loop in effect. The fix was to return the existing loop in this
scenario, because it's identical to what would have been made had there
not been a loop already.
## Why It's Good For The Game
fixes#96069 - Certain raptors transfer hits to their owners, and (this
seems like an oversight in and of itself) piercing projectiles thus hit
twice, which in the case of the honk staff does two slips, two
`force_move`s, two loops, and triggers our identical loop problem.
fixes#88352 - The issue report is vague and lacking in specific
scenarios, but the mention of slipping again fixing it(which it does
with this bug, as the new `force_move` component deletes the broken one)
makes me pretty sure it's the same bug
fixes#95994 - I'm not certain on this one because I don't know how the
Parade works internally, but it seems likely that it could cause two
slips on the same tile
fixes#94515 - I'm just assuming this is the same bug based on it having
the same symptoms
## Changelog
🆑
fix: Several ways you could become permanently immobile, primarily based
around lube & other methods of slipping, have been fixed
/🆑
## About The Pull Request
- Opening the panel of a boulder refiner machine or un-wrenching it now
turns off its environment light
- The boulder refiner machine has reagent holder of type
`/datum/reagents/plumbing` which fixes rounding errors & has other
plumbing optimized features
- The boulder refiner machine now only takes in booster reagents & only
outputs waste reagent. This means even if you have a tank with random
reagents attached to it, it will only take in booster reagents if
present & exclude the rest thus saving you time & space from taking in
other reagents
- booster reagents is now a static list shared by all machines thus
saving memory
- Removed `supply_offset` & `demand_offset` vars from core plumbing
component. These vars were making the pipes extend outside the tile
causing it to overlap with adjacent tile machine pipes making everything
ugly. Now the pipes are perpendicular to the conveyer belt sprite and
will only take in boulders from the conveyer belt direction
https://github.com/user-attachments/assets/5583a790-32b6-40df-a414-1602dd84fefd
- Map edited smelters so the conveyer belt is in the direction of the
refiner
## Changelog
🆑
fix: opening panel of boulder refinery with screwdriver or un-wrenching
it turns of its light
fix: boulder refinery only takes in booster reagents and excludes others
and only outputs waste chemicals as intended
fix: boulder refinery machines outputs waste reagents without rounding
errors in them
qol: removed conveyer sprite from boulder smelter & pixel shifts the
refiner so you can see it's plumbing pipes properly
sprite: smelters will now only take in boulders in the direction of its
conveyer belt. It's plumbing pipes are perpendicular to its conveyer
belt
/🆑
## About The Pull Request
Whenever you take damage from an attack while metabolizing synthpax, you
become immune to specifically synthpax's pacification for a number of
seconds equal to the damage taken (max. 5 seconds). Additional instances
of damage add to the immunity timer.
## Why It's Good For The Game
Peacekeeper borgs have largely used synthpax as a way to make sure an
antagonist can't fight back as security arrests them, or, when their
laws permit, as they kill said antag themselves. This seems like a
severe abuse from the cyborgs, and/or any security that ordered the borg
to take this course of action. Synthpax should be used either to
de-escalate conflict between individuals the borg's laws require them to
protect, or to ensure that a threat cannot harm individuals they are
bound to protect until appropriate responders arrive, while leaving
minimal room to weaponize the pacification effect.
## 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
1. Picking up both items someone has cuffed to them no longer breaks the
link after dropping the first item.
2. Picking up two items linked to two separate people no longer works.
You are forced to drop the item (or if nodrop is somehow applied, the
cuffs are broken.)
3. If the beam is broken (such as by changing z-level), it will
re-instantiate.
## Changelog
🆑 Melbert
fix: Fixed issues that arise from picking up two items cuffed to the
same person
fix: Fixed issues that arise from picking up two items cuffed to two
different people
fix: Fixed issues that arise from traveling z-levels while having a
cuffed item
/🆑
## About The Pull Request
If you're an adminghosted body, you will no longer be sent back to your
corpse afterwards. The Mind will still move over, but you wont
immediately re-enter your body.
Just as an example, an Admin is aghosted on Centcom after testing some
stuff, plays a round of Mafia, then is suddenly back in their body in
Centcom.
Also fixes temp body not working for Mafia (due to the corpse locking)
## Why It's Good For The Game
You're going to the THUNDERDOME.
## Changelog
🆑
fix: Mafia players now get sent back to their bodies again post-game.
admin: Admin players aren't forcefully put back into aghosted bodies
after using a temporary body spawner.
/🆑
## About The Pull Request
Fixes capitalization for "Target:" keybinds. Shoutout to nanacel for
pointing it out in discord
## Why It's Good For The Game
Grammar is cool
## Changelog
🆑
spellcheck: Target Left arm, Right arm, Left leg and Cycle head keybinds
are now capitalized properly.
/🆑
## About The Pull Request
- 1 variable removal & comment correction which i found when looking
over the files
- Increases plumbing assimilator heating to that of tier 3 heating chem
heater
## Changelog
🆑
qol: plumbing assimilator has higher heating coefficient to that of tier
3 chem heater
/🆑
## About The Pull Request
TG changed the behavior of the plumbing machinery to not allow it
anymore, much to the chagrin of chem players.
## Why It's Good For The Game
Lets chem players use the setups they have been using, nice and compact.
I have been requested by Several Chem Players to restore it to the old
behavior.
## Proof Of Testing
<img width="216" height="224" alt="afbeelding"
src="https://github.com/user-attachments/assets/6abc548a-a84e-444b-8742-9222afa18161"
/>
<img width="344" height="76" alt="afbeelding"
src="https://github.com/user-attachments/assets/35875eb2-ab37-4a7a-8161-0246146d65cb"
/>
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: You can once more place chemistry machines on
ducts/manifolds/etc
/🆑