## About The Pull Request
The real reason I made this is because twice now I've accidentally
thrown away my heirloom because it just looked like job equipment, but
some other quirks have key memories and I think it's fun flavor to add
to something like the heirloom quirk because of the significance of the
item to the character.
## Why It's Good For The Game
Carve up the walls with scenes of your character stealing the beloved
family lighter from their ungrateful no-good sibling
## Changelog
🆑
add: Added a key memory to the family heirloom quirk
/🆑
## About The Pull Request
This revises the descriptions for the smoker/alcoholic quirk memories to
actually mention the preferred brand:
## Why It's Good For The Game
Because memories should help you, well, remember stuff, and "Joe's
smoking problem" is kinda useless when you've forgotten _which_ brand
your character prefers.
`[name]'s smoking problem.` -> `[name]'s addiction to [preferred_brand]
cigarettes.`
`[name]'s drinking problem.` -> `[name]'s addiction to
[preferred_brandy] alcohol.`
## Changelog
🆑
qol: The memories for Smoker and Alcoholic now actually mention the
preferred brand.
/🆑
## About The Pull Request
Like the captain has innate knowledge of the golden safe code, the Chief
Engineer should know the daily key of the message server.
## Why It's Good For The Game
It's a perk of the job.
## Changelog
🆑
add: Added the daily (roundstart) message server key to the Chief
Engineer's memories.
/🆑
---------
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
## About The Pull Request
Says it on the tin, roundstart permabrig prisoners a key memory so they
can remember what crime they committed.

## Why It's Good For The Game
Prisoners typically remember why they are locked in a jail forever.
Also, if you have the "random" crime selected in your preferences,
sometimes you can forget what crime you committed if you missed it at
the start of the round.
## Changelog
🆑
qol: gives roundstart prisoners a key memory of what their crime is
/🆑
## About The Pull Request
So you're telling me we have a smoker quirk and we DON'T have an
alcoholic quirk?
What a travesty! Time to fix that.
This quirk is essentially equivalent to smoker, but instead of a
favorite brand you get a favorite *brandy* (as in, favorite type of
booze).

## Why It's Good For The Game
More quirk variety with decent roleplay value.
What will we do with a drunken sailor?
## Changelog
🆑
add: Added Alcoholic as a negative quirk.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
So, a huge issue with memories and - what I personally believe is the
reason why not many have been added since their inception is - they're
very annoying to add!
Normally, adding subtypes of stuff like traumas or hallucinations are as
easy as doing just that, adding a subtype.
But memories used this factory argument passing method combined with
holding all their strings in a JSON file which made it just frustrating
to add, debug, or just mess with.
It also made it much harder to organize new memories keep it clean for
stuff like downstreams.
So I refactored it. Memories are now handled on a subtype by subtype
basis, instead of all memories being a `/datum/memory`.
Any variety of arguments can be passed into memories like addcomponent
(KWARGS) so each subtype can have their own `new` parameters.
This makes it much much easier to add a new memory. All you need to do
is make your subtype and add it somewhere. Don't need to mess with jsons
or defines or anything.
To demonstrate this, I added a few memories. Some existing memories had
their story values tweak to compensate.
## Why It's Good For The Game
Makes it way simpler to add new memories. Maybe we'll get some more fun
ones now?
## Changelog
🆑 Melbert
add: Roundstart captains will now memorize the code to the spare ID
safe.
add: Traitors will now memorize the location and code to their uplink.
add: Heads of staff winning a revolution will now get a memory of their
success.
add: Heads of staff and head revolutionaries who lose their respective
sides of the revolution also get a memory of their failure.
add: Completing a ritual of knowledge as a heretic grants you a quality
memory.
add: Successfully defusing a bomb now grants you a cool memory. Failing
it will also grant you a memory, though you will likely not be alive to
see it.
add: Planting bombs now increase their memory quality depending on how
cool the bomb is.
refactor: Memories have been refactored to be much easier to add.
/🆑