## 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
Desensitized is no longer binary yes/no, now scales from 0.1x to 1x (or
beyond, I guess)
Desensitized jobs start as 0.5x desensitized (which is the threshold for
being considered "truly desensitized")
Some antags are now 0.1x to 0.25x desensitized
Witnessing death of a fellow human gives you slight desensitization
(currently -0.025x).
A normal crewmember, after witnessing 20 deaths, is on par with a
roundstart desensitized crewmember.
Likewise a desensitized crewmember has almost no reaction to death after
witnessing 20 deaths.
Your own deaths count towards this value.
There's an achievement for managing to go from 1x to 0.1x across the
course of an entire round.
## Why It's Good For The Game
This is intended to contribute to the "story" people face across the
length of a round.
Rounds with few overall deaths results in crewmembers regularly getting
shocked, but bloodbaths results in crewmembers "dehumanizing and facing
the bloodshed".
## Changelog
🆑 Melbert
add: Desensitization to death is no longer binary - some antagonists are
now more used to it than others.
add: Witnessing the death of a fellow humanoid (or dying yourself) will
slightly desensitize you to future deaths.
add: Adds an achievement for managing to max out desensitization across
a round.
add: Desensitized crewmembers care less when splattered with blood.
add: Holodeck mobs have a reduced death mood impact.
/🆑
## About The Pull Request
Closes#94785
Also apparently we never passed dusted and gibbed to update_effects, so
more specific death moodlets didn't update their descriptions. Whoops.
## Changelog
🆑
qol: Ashwalkers are now desensetized to non-ashie deaths, and enjoy
witnessing gibbings
fix: Some specific death moodlets now properly register when their
target has been dusted or gibbed in their description
/🆑
## 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
Closes#94744
Gives players a positive mood bonus for killing xenomorphs instead of a
negative one. This scales from larva -> adult -> queen.
Gives players a negative mood bonus for having seen a killed xenomorph
while carrying an embryo. This only triggers if you're conscious to
witness it, and the effect is modified by the stage of the embryo. Just
get it surgerized on ASAP.
Also minor code improvement with setting priorities to defines (it at
least helped me make this PR so I could figure out the best numerical
value to give something instead of jumping back and forth)
## Why It's Good For The Game
Mobs should be really happy whenever the scourge of the galaxy gets
blapped, not sad.
## Changelog
🆑
balance: Helping out (or just watching) the murderization of xenomorphs
will give you a positive moodlet, with increased effect depending on the
strength of the xenomorph. Bonus points for sending them out in
gibby/dusty fashion.
balance: However, if you are a carrier of a xenomorph embryo and witness
this death, the unborn entity inside you will provoke a sense of malaise
having been so close to the death of the sister.
/🆑
---------
Co-authored-by: Jordan Dominion <dominion@tgstation13.org>
## About The Pull Request
They are mind traits, woe. Maybe there should be a `TRAIT_MIND_X` naming
convention to avoid this
Fixes#94632
## Changelog
🆑 Melbert
fix: Naive and Desensitized people get less sad at death
/🆑
## About The Pull Request
The death moodlet was becoming a monster, and I knew it would happen but
I was too lazy to implement something proper for it, until now
`/datum/mood_event/conditional` now exists:
When this moodlet is added, it iterates over all subtypes of the moodlet
and checks to see if the subtypes fulfill some condition
Each subtype has a priority set, the highest priority condition is what
is ultimately added
This makes it significantly easier and cleaner to add new conditions to
more complex moodlets, which should make new personality dev a piece of
cake
## Changelog
🆑 Melbert
refactor: Refactored death moodlet, report any oddities
/🆑
## About The Pull Request
``be_refreshed`` expects a dead mob which we don't pass down, causing a
runtime and preventing the stacking mood debuff
## Changelog
🆑
fix: Death moodlets no longer runtime when stacking
/🆑
## About The Pull Request
If you're a rev and you see a head of staff die your moodlet says
something different and it's +4 instead of -8.
Closes#94217
## Why It's Good For The Game
revs are brainwashed, they shouldn't feel bad about killing heads of
staff
## About The Pull Request
1. Adds `Heretical Hunt`, an easy difficulty domain that tasks you with
killing and sacrificing simulated crew members. The domain has a few
ways to conquer it, as you don't need to kill all the simulated crew
members and there's some hidden loot to make use of
It's an easy domain because
- You have quite decent armor,
- The mobs are pretty unintelligent,
- You can always fall back and heal passively on the rust tiles
- There are many ways to tackle it
Though it's not a complete pushover, the mobs can still overwhelm you if
you're not careful.
<img width="440" height="347" alt="image"
src="https://github.com/user-attachments/assets/a3f30204-0200-4197-80bb-aee083059164"
/>
2. Virtual beings are given a minor positive moodlet for killing people
instead of a negative one
## Why It's Good For The Game
1. I thought it'd be kinda fun if we had antag-themed domains which
soft-explains the gameplay loops or mechanics of certain antags, in this
case, heretics sacrificing people
2. You don't feel remorse for killing people in video games, right anon?
## Changelog
🆑 Melbert
add: Added a new easy difficulty bitrunning domain, "Heretical Hunt"
add: Digital mobs receive positive moodlets for killing people rather
than negative
fix: Madness Mask no longer affects corpses
fix: Fixed some heretic runtimes
/🆑
## About The Pull Request
Empath has become a component instead of a trait, letting it store
variables or whatever components are good for. Also, it works slightly
differently for empath quirk users and moon heretics alike.
Additionally:
- You can only shiver when you see an evil person once. After that it
won't happen again.
- Empaths no longer get a mood debuff from seeing someone distressed.
- Moon heretic empaths no longer get smited by evil people.
- Moon heretic empaths aren't scared of evil people.
The component also supports empaths being able to tell if a fake dead
body is actually dead, and being able to use empath on yourself, but
those aren't enabled for the empath quirk or moon heretics. (Self-empath
would probably powercreep self aware)
## Why It's Good For The Game
While the empath quirk is incompatible with the evil quirk, the trait
wasn't. That means you could potentially become an evil empath and still
feel bad about other people feeling bad and get smited by other evil
people. Being an empath is different from having empathy, and there's
now a personality trait (compassionate) that has a very similar feature
so the mood debuff got axed and moon heretics can't get smited by
mending touch anymore.
I think being a heretic and looking into pierced realities probably
means you have the mental fortitude to not freak out when you see an
evil person. Evil people are (probably) a lot less scary than whatever
mind destroying thing is in those holes.
As for the only-getting-scared-once bit, freaking out when you see an
evil person is flavorful but annoying after it happens multiple times.
Especially if it happens after examining the same person multiple times.
## About The Pull Request
`TRAIT_NAIVE` mobs are immune to the effect of the standard death
moodlet
Dusting and gibbing still apply though
## Why It's Good For The Game
They see all deaths as people falling asleep so they shouldn't get sad
## Changelog
🆑 Melbert
fix: Clowns have regained their innocence towards death
/🆑
## About The Pull Request
Closes#93285
Mood event from the death of a mob spawned "artificially" is 75% weaker,
lasts 80% the duration, and don't compound
An artificial monkey's death will now result
- -8 * 0.25 * 0.5 = floor(1) = 1 strength moodlet for the average crew
member
- ...Lasting 30 seconds (unless refreshed)
- -8 * 0.25 * 1.5 = floor(3) = 3 strength moodlet for animal friends
- ...Lasting 1.5 minutes (unless refreshed)
- -8 * 0.25 = floor(2) = 2 strength moodlet for compassionate crew
members
- ...Lasting 1 minute (unless refreshed)
Artifical spawning includes
- Moneky Cube
- Xenobiology Console
- "Life" reaction
- Summoned rats
- Spawner grenades
- Cult ghosts
Lemmie know if I'm missing any obvious spawns
## Why It's Good For The Game
While funny it was not my intention to have Xenobiology / Genetics /
Virology nuke your mood.
## Changelog
🆑 Melbert
balance: Death of artifical mobs (such as monkey cube monkeys) result in
a 75% weaker, 80% shorter moodlet that does not compound with more
deaths.
/🆑
## About The Pull Request
Reduces the mood debuff from empaths examining people with the
fundamentally evil quirk
## Why It's Good For The Game
The mood malus is too high for a quirk that's meant to be a major
positive. This maintains the interaction but turns the mood hit low
enough to be mostly just for flavor rather than an actual penalty,
similarly to examinining someone that is sad.
## Changelog
🆑
del: Reduces mood penalty from Empaths examining people with the
Fundamentally Evil quirk
/🆑
## About The Pull Request
Please read the contents of my HackMD to see what my PR does, as well as
further elaboration on the reagents and why it's good for the game
overall.
https://hackmd.io/@MGO/B1YX80nMT
## Contents
Introducing new inverse reagents for existing narcotics and other
reagents! This push includes...
**Naloxone** : New medicine! Requires equal parts Morphine, Hydrogen
Peroxide, Bromine and Ethanol to be made. Opioid antagonist that purges
drowsiness and narcotics from the patient, restores breath loss and
accelerates addiction recovery. Consumption Rate at 0.2u.

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

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

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

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

**Maldium** : Inverse of Baldium. Potent psychotropic that causes
intense anger within users. On end consumption, user will experience a
burst of burn damage that scales with the amount of time the user was
enraged. Consumption Rate at 0.4u.
https://github.com/user-attachments/assets/31a4700e-32b5-4855-a266-45bfde62f718
**Dulling Reagent** : Inverse of Colorful Reagent. Extremely drab
coloring pigment that is favored by corporations who wish to maximize
suffering. Forces Colorblindness trauma in consumers. Consumption Rate
at 0.4u, lowered to 0.04u if overdosing.
https://github.com/user-attachments/assets/3db461d1-26aa-4c77-ad3d-44794230b391
**Newtonium** : Inverse of Gravitum. Experimental reagent that induces
heavy gravokinetic effects on users. Consumption Rate at 1u.
https://github.com/user-attachments/assets/b20e5200-9beb-40a2-8d37-c0d44f0fb4ef
## Why It's Good For The Game
This is an effort to add more variety to the existing inverse reagent
system within chemistry. Not only should this variety serve to provide
additional options for a Chemist to experiment with, they should also
broaden the possibilities for already existing strategies.
## Changelog
:cl:MGO
add: Introduces new inverse reagents for Krokodil, Bath Salts, Aranesp,
Happiness, Baldium, Colorful Reagent and Gravitum!
add: An alternate reaction output has been added for Monkey Powder.
Instead of 1u Water, add 10u Monkey Dust to make an angry monkey!
add: Adds a medicine: Naloxone! Requires equal parts Morphine, Hydrogen
Peroxide, Bromine and Ethanol to be made. Purges opioid-class reagents,
can also help with mitigating drowsiness and breath loss. Also purges
good moodlets associated with opiates and replaces them with negative
moodlets, so don't expect your patient to be happy about losing their
high!
/🆑
## About The Pull Request
Hunger bar is now dynamic rather than 4 static sprites
Hunger bar now accounts for food you have yet to metabolize, meaning it
updates as you eat
https://github.com/user-attachments/assets/06269da7-f07d-4738-98b2-ca6bde8ba0fe
Other changes:
- Adds a hunger tier between hungry and starving
## Why It's Good For The Game
Overeating happens so often simply because this bar is trash, so let's
give it some love
## Changelog
🆑 Melbert
fix: All humans no longer have a baseline "75" ghost nutrition (which
means you can eat more)
qol: Hunger bar update! It's now dynamic and updates as you eat.
qol: Adds a hunger tier between hungry and starving (for mood)
/🆑
## About The Pull Request
This PR adds the fearful component which acts as a unified handler for
terror effects. This currently includes nyctophobia and claustrophobia
quirks, terrified status effect from nightmare's spell, and the
monophobia brain trauma. The component processes terror handler datums
which act both as terror sources and effects - jittering, stuttering,
vomiting, panic attacks, etc.
This means that nyctophobia and claustrophobia now act more like
terrified status/monophobia - causing jitters, stuttering, periodic
panic attacks, etc, and their effects stack (i.e. being in a closet in
the dark will increase your fear much quicker).
Closes#37492Closes#57121Closes#69684
## Why It's Good For The Game
Terrified status is very immersive and its effects perfectly fit
nycto/claustrophobia quirks, enough to be impactful to owner's gameplay,
but not roleplaying for them, which is what we want quirks to be. It
also makes them share their stress, which is how you'd expect them to
act. (I would also love to see monophobia moved from a brain trauma to a
quirk, as it perfectly fits latter instead of former, and acts as a
great incentive to interact with other people instead of doing autism
projects by yourself.)
I haven't moved phobias to this system yet, but it could be done in the
future without too many issues - should make phobias less painful to
deal with, and maybe make people actually interested in playing around
them instead of rushing a lobotomy because of how debilitating they are
(currently only interaction is getting hugged by someone you're afraid
of, which will increase your terror)
## Changelog
🆑
add: Nyctophobia and Claustrophobia quirks now have proper terror
effects instead of making you walk/suffocate. Immersion!
refactor: All sources of "terror"/"fear" now use a common component,
meaning they share their counters.
/🆑
## About The Pull Request
If you exhale a cloud of smoke from a cigarette while face to face with
someone, you will give them a negative moodlet, blowing it right in
their face.
## Why It's Good For The Game
Added disrespect
## Changelog
🆑 Melbert
add: If you exhale a cloud of smoke from a cigarette while face to face
with someone, you'll blow it right in their face.
add: Syndicate Cigarettes will blind (for a very short time) if you blow
their smoke in someone's face.
/🆑
## About The Pull Request
Makes mood event `required_jobs` lazylist
We make a few thousand mood events a round so it's free
(Also literally nothing uses this system anyways)
## About The Pull Request
Inspired by Zomboid, as you get drunker, the moodlet you gain from being
drunk will give more of a bonus, and its message will update.
## Why It's Good For The Game
Lets you get the vibe of just how drunk you are.
## Changelog
🆑 Melbert
add: Your mood will increase further the more drunk you are. Until you
crash out.
/🆑
## About The Pull Request
Like #88945 but I am meaner than Goofball.
This PR adjusts Phobias to be a little bit less restricting, rather than
being basically the worst thing in the game.
The way phobias work now is:
***Hearing*** something related to your phobia will make you scream and
give you a minor, minute-long mood penalty, once every 12 seconds.
***Saying*** something related to your phobia has a high chance to make
you either stutter or speak quietly, or both at once.
***Seeing*** something related to your phobia applies a moderate,
four-minute long mood penalty and then gives you stacks of a debuff,
once every 12 seconds, up to 6 stacks.
Each stack of the phobia debuff makes any effects applied by being
scared last longer. Then it applies one of four random effects.
- You scream, which does nothing else... unless you have at least 5
stacks in which case you will also drop whatever you were holding in
your active hand.
- You jump, which immobilises you for a very short period of time
(basically just interrupting your movement).
- You lose your balance, making you briefly move slower and become
staggered (which makes it easier to push you around).
- You feel faint, which makes you dizzy (move occasionally in unwanted
directions) and briefly blurs your vision.
These stacks decay every 30 seconds as long as you're not actively being
scared.
If you have _multiple_ phobias then your general level of fear is
applied globally between them, so even if you just escaped from some
clowns you might still be worked up when you see a spider.
Phobias mostly don't make you jitter any more largely because to be
honest it just looks sort of shit and generally makes your sprite and
animations seem like they are broken not like you are shivering in
fright. It still happens if you hear something scary.
_Also_ I changed carp phobia to a general "fish" phobia, because we have
so much fish-related content now to take advantage of.
_Also_ I fully deleted the Heretic phobia because it's not applied by
Heretics any more and without that context it is also needlessly
specific, with heavy overlap with the Supernatural phobia.
_Also_ I fucked around with the phobia speech dictionaries a little bit
to remove some words I don't think are that funny or appropriate and
also add some more. Your mileage may vary.
_Also_ I made sure people who are scared of aliens are scared of basic
mob xenomorphs, people who are scared of birds are scared of raptors,
and people who are scared of bugs are scared of butterflies
and........... mothroaches.
## Why It's Good For The Game
Phobias are internally classed as a "mild" brain traums, which makes
them relatively easy to acquire and are applied by effects that are
supposed to be bad but not completely debilitating.
Examples of other mild traumas are:
- Stuttering
- Speech impediments
- Your health preview doesn't update
- You occasionally move in a random direction
- Colour blindness
- You don't like dropping objects
Phobias on the other hand are generally considered by most players who
have had one to be _significantly_ disabling. The penalties they apply
tend to be significantly worse to play with than the things listed
above, and can make playing around with a roleplay quirk excessively
miserable.
Unlike Goofball I don't want to make these totally toothless, but I do
want them to be more _mlld_ than they were before.
## Changelog
🆑
balance: Phobias are now somewhat less debilitating, although their
effects get worse the longer you are near a fear trigger.
balance: Carphobes are now afraid of all fish.
del: Remove the Heretic phobia, as it is now basically unused.
/🆑
## About The Pull Request
Adds rift fishing to the game.

Drained and undrained influences can be fished in, the latter only by
heretics. Fishing in an undrained influence shows a bobber floating over
nothing to other people, so don't be stupid!
The loot pool includes the following:
- Knowledge. Great for heretics, bad for crew. Only actually gives
knowledge if fished up in an unopened rift, opening it.
One of each heretic potion type.
- A wild Fire Shark, hostile to all.
- One of each heretic potion, and two flasks of eldritch essence.
- Several new fish:

In order:
1. Chrystarfish
Cosmostarfishe that snuck into the bluespace compartment of a shuttle
engine. Teleports around when eaten. Can be cut into bluespace crystals.
Very pointy.
2. Flumpulus
Probably not an actual fish. Contains flumpuline, which is in many ways
an upgrade to oculine. Except for it occasionally popping your eyes out
and replacing them with fungus. It also gets flattened if you land on
it, cushioning your fall.

3. Gullion
This fish can be cut into two diamonds, and needs no mate to reproduce,
making it an excellent way to replenish the station's diamond supply!
However, it needs silicon in the fish tank to survive.
4. Walro-Dolphish
Weird, amphibious creature. Amazing weapon - high damage, strong
piercing wounds, decent block chances. However, it will bite you if you
hold it for too long, so be careful!
More fish are planned to be added. The PR was split in two to reduce
review complexity as the latter half of the fish were increasingly
convoluted.
Any fishing rod will do for fishing, but heretics are now able to infuse
their fishing rod with a grasp:

Infusing the rod will temporarily improve its fishing modifier and give
it a unique trait that lets heretics gather 2 influence, rather than 1,
from a fished-up rift.
If crew fish up a glimpse of the Mansus, they will recieve the same
effects as if they examined the rift, and a curse hand will shoot out at
them.
influences cannot be bombed for fish.
## Why It's Good For The Game
Rifts are _extremely_ close to basically just being eldritch pools of
liquid that some heretic spilled over the station. It's always stuck out
like a sore thumb that we can't fish in them, but now we _can_. (Also,
someone needs to PR fishing in a bucket for clowns and mimes.)
Fishing in a rift is just one of those things you see some random,
innocent assistant do while doing an errand, passively enhancing the
round with the sheer ridiculousness of it. Coming back, it's likely
you'll see them running from a wild Fire Shark they unwisely dug up from
messing with eldritch influences.
For Heretics, this is for the most part actively a worse alternative
than just doing things normally. But sometimes you don't want to be
optimal. Infusing their fishing rod is almost entirely an amusing twist
on the blade infusion that blade path has, and they can even infuse
other people's rods - make fish not war.
Ghommie gave me the fish sprites, and I interpreted them the silliest
and most interesting ways I could think of.
> Chrystarfish
Bluespace's technobabble has finally reached fish. Much like the
Gullion, the intention here was primarily some additional, risky way to
procure some amount of bluespace crystals and dust that doesn't depend
on Mining to do their job, either for the station or for your own stupid
plans. (Obviously mining is still the best way to get it, but it's not
healthy for the game for them to be the ONLY way to do so!)
>Flumpulus

Imagine taking a pill of 'Super oculine!' and suddenly your eyes pop out
and are replaced with fungeyes. 10/10
>Gullion
Diamonds are extremely scarce on the station and the only way to get
more is by mining. I thought adding some rare, restricted way of getting
more would be fun for the game, and encourage fish breeding.
Parthenogenesis may be a bit much admittedly, but let's just see what
happens
> Walro-Dolphish
The name for this thing kinda sucks. I like the idea of an amphibious
fish-weapon like the pikes that actually kinda just hates being wielded
around like a stick. It's also piercing to differentiate.

## Changelog
🆑
Carlarc, Ghommie
add: Adds rift fishing to the game. Includes new wacky fish!
add: Drained and undrained influences can be fished in, the latter only
by heretics. Fishing in an undrained influence shows a bobber floating
over nothing to other people, so don't be stupid!
add: influences cannot be bombed for fish.
add: Heretics can now infuse their fishing rod, and fish for knowledge.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Last night I was experimenting with hooking up different chemicals to a
shower and discovered that blood didn't really do anything other than
have red mist and particles. Your characters clothes were still cleaned.
The mood boost was still happy. So I reworked it a bit.
Blood now:
- Gives a negative mood, disgust, and status effect when showering with
it (unless you are morbid, evil, or undead, then it's considered
positive)
- Has an icon alert for bloody showers
- Covers a mob's clothing with blood when showering (or any objects on
the tile)
- Tossing or spraying a container full of blood now covers objects/mobs
in blood
- The revenant defile spell now affects showers by removing all water
recyclers and reagents that gets replaced with blood
Showers now:
- Require 70% of water to clean and get mood/status effects
- Require 70% of blood to get mood/status effects
- Require 20% of radioactive reagents to stop radiation removal effects
So it's possible to have a clean water shower that is secretly
radioactive. Since radioactive reagents do nothing on `TOUCH`, all this
achieves is preventing the water from washing off the radiation.
I did have to refactor some of the reagent code to support method types
for objects since I was experiencing hazmat issues when I was testing.
Whenever I would inject blood from a syringe into a beaker, it would
cover the beaker in blood on the outside. This would have been extremely
hazardous for viruses. So I needed to make sure we are only applying it
to the methods for `VAPOR|TOUCH`
Also improved the mood typecasting for owner to allow checking of mob
biotypes. (so we can check `UNDEAD` for mood)
## Why It's Good For The Game
Blood effects and interactions are now more consistent. The code for
objects is refactored to support method interactions with reagents.
Evil/Morbid people now get some unique interactions that fit their
theme. Last we get a cool new ability to let revenant's make their
defiled areas something out of a horror movie.
## Changelog
🆑
add: The revenant defile spell now affects showers by removing all water
recyclers and reagents that gets replaced with blood.
add: Showering in clean water (+70%) results in positive
mood/regen/stamina effects. It will wash off the mob.
add: Showering in dirty water results in negative mood effects and
disgust. It will NOT wash off the mob.
add: Showering with radioactive reagents (+20%) results in the
preventing the shower from washing off the radiation.
add: Showering in blood (+70%) results in severe negative mood effects
and disgust. (unless you are morbid, evil, or undead then it's
considered positive) It will cover the mob in blood.
add: Water effects that interact with a mob from touch or vapor
(showering/spray bottles/etc.) will now heal sleep, unconsciousness,
confusion, drowsiness, jitters, dizziness, and drunkenness.
fix: Fix bloody showers not covering objects in blood.
fix: Tossing or spraying a container full of blood now covers
objects/mobs in blood
fix: Fix wrong status effect for watery tile
image: Add new alert icons for bloody/dirty showers
code: Refactored some expose_obj reagent code to support method types.
code: Improved mood typecasting for owner to allow checking of mob
biotypes.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
With this PR, I'm introducing fishing bluespace capsules to the game.
They can be found on the black market, but I'll get a couple more ways
to get them before it's ready.
Anyway, they're special bluespace capsules that spawn a fishing spot of
your choice. The fishing spot can be changed by alt-clicking the
capsule, and so far it has 5 choices, plus 2 locked behind emagging for
obvious reasons:
- Freshwater: pretty basic, you get freshwater fish from this.
- Saltwater: mainly saltwater fish.
- Tiziran: You get tiziran fish here, like the gunner jellyfish,
armorfish, needlefish, dwarves moonfish and the new, bigger zagoskian
moonfish. By the by, moonfish now periodically lay moonfish eggs, a
staple of lizardfolk cuisine.
- Ice fishing spot: A small ice turf with a hole dug in it; salmon,
arctic char, arctic chrabs and the bonemass (skeleton fish).
- Hot Spring: Somehow the new home to the ought-to-be-extinct
sacabambaspis. It also doubles as a better shower overall, with mild
healing on top of stamina recovery. Felinids still hate it though, and
won't benefit from the healing.
- Lava: A 2x2 square of pure lava. Requires an emag for obvious reasons.
- Plasma: Ditto, but it's plasma instead of lava.
As a sidenote, unlike standard shelter capsules, these require their
area to be clear of pipes and cables on top of the other requirements,
unless emagged. Obviously, I've done some changes to allow pipes and
cables to not be hidden by water turfs, though I'm still keeping these
reqs because I don't think these fishing spots would look great if
riddled with cables and pipes. I may remove this extra req later if it
proves to be a tad too tedious.
Also they don't knock you back when expanding.
Screenshot from a recent test (fixed the misplaced decal and tweaked a
few things since then):

## Why It's Good For The Game
The idea stems from how not all fishing spots aren't designed to be
accessible every round, which is fine, because we have the fish-porter
for that. However, even the fish-porter should have its limits in terms
of what it can provide by itself (linking is all fair and game), so I've
thought having something of a middle point would been neat, also as a
way to mess around with the station layout a bit, to empower the player
with a little extra "terraforming".
## Changelog
🆑
add: Added fishing bluespace capsules to the game, which can be used to
spawn a variety of fishing spots, from freshwater to tiziran sea to hot
springs, and also lava and plasma if emagged.
add: Added two new fish: the zagoskian moonfish and the sacabambaspis.
Moonfish will now periodically lay moonfish eggs.
map: The 'crashed pod' lavaland ruin now has a hot spring, and the
cursed hotspring on icemoon now has a plastic chair and a fishing
toolbox.
/🆑

## About The Pull Request
Showering will add negative mood effect to felinids
## Why It's Good For The Game
there was a status effect that drops stamina for felinids on shower but
at the same time it boosts mood i decided to make it better
🆑 Mamaii
add: shower will give felinids negative mood effect
fix: fixed shower hater status effect alert not showing
/🆑
## About The Pull Request
I'm adding a new infusion ~~(actually four, but two of them are just
holders for specific organs tied to a couple fish traits)~~ to the game.
As the title says, it's about fish.
The infusion is composed of three primary organs, plus another few that
can be gotten from fish with specific traits.
The primary organs are:
- Gills (lungs): Instead of breathing oxygen, you now need to stay wet
or breathe water vapor.
- fish-DNA infused stomach: Can safely eat raw fish.
- fish tail: On its own, it only speeds you up on water turfs, but it
has another effect once past the organ set threshold. It also makes you
waddle and flop like a fish while crawling (I still gotta finish sprites
on this one)
Other organs are:
- semi-aquatic lungs: A subtype of gills from fish with the 'amphibious'
trait, falls back on oxygen if there's no water. Can also be gotten from
frogs, axolotl and crabs.
- fish-DNA infused liver: From fish with the 'toxic' trait. Uses
tetrodotoxin as a healing chem instead of a toxin. Also better tolerance
to alcohol if you want to drink like a fish (ba dum tsh).
- inky tongue: From fish with the 'ink production' trait. Gives mobs the
ability to spit ink on a cooldown, blinding and confusion foes
temporarily.
The main gimmick of this infusion revolves around being drenched in
water to benefit from it, In the case you get the gills organ, this also
becomes a necessity, to not suffocate to death (alternatively, you can
breathe water vapor, without any benefit). To enable the bonus of the
organs set, three organs need to be infused. They can be gills, stomach,
tail and/or liver, while the inky tongue doesn't count towards it.
Once the threshold is reached, the following bonus are enabled:
- Wetness decays a lot slower and resists fire a bit more.
- Ink spit becomes stronger, allowing it to very briefly knock down
foes.
- Fishing bonuses and experience
- Resistance to high pressures
- Slightly expanded FOV
- drinking water and showers mildly heal you over time.
- for felinids: You won't hate getting sprayed by water or taking a
shower.
- While wet:
- - If the fish tail is implanted, crawling speed is boosted.
- - You no longer slip on wet tiles.
- - You also become slippery when lying on the floor.
- - You get a very mild damage resistance and passive stamina
regeneration, and cool down faster.
- - You resist grabs better.
- - get a very weak positive moodlet.
- However, being dry will make you quite squisher, especially against
fire damage, slower and give you a modest negative moodlet.
While working on it, I've also noticed a few things that explained why
tetrodotoxin (TTX) did jackshit at low doses, because livers have a set
toxin tolerance value, below which, any amount of toxin does nothing.
Also I've felt like reagents like multiver & co were a bit too strong
against a reagent that's supposed to work at very low doses, with slow
metabolization, so I've added a couple variables to buff TTX a bit,
making it harder to purge and resistant to liver toxin tolerance (also
added a bit of lungs damage).
## Why It's Good For The Game
I wanted to take a shot at coding a DNA infusion and see how chock-full
I could make it. DNA infusions are like a middle point between "aha,
small visual trinket" and organs with generally ok effects. I seek to
make something a bit more complex ~~(also tied to fishing ofc because
that's more or less the recurrent gag of my recent features)~~ primaly
focused around the unique theme of being strong when wet and weaker when
dry.
EDIT: The PR is now ready, have a set of screenshots of the (fairly mid)
fish tails (and gills, barely visible) on randomly generated spessman
and one consistent joe:

## Changelog
🆑
add: Added a new infusion to the game: Fish. Its main gimmick revolves
around being stronger and slippery when wet while weaker when dry.
balance: Buffed tetrodotoxin a little against liver tolerance and
purging reagents.
/🆑
## About The Pull Request
Adds the Fundamentally Evil quirk. The quirk does nothing in of itself.
If an Empath examines you, they will be shaken up by the fact that you
are totally evil.
Mindreaders can literally see that you're evil. If they're ALSO evil, it
gives a gives a unique message.
Honorbound chaplains can freely attack you without first declaring you
evil. You are already evil. There is no outward tells for this fact, but
if the chaplain pays attention to the medical records, you might have a
problem on your hands.
You are significantly harmed by holy water and holy explosions. So don't
drink holy water if you can help it.
## Why It's Good For The Game
I just think it'd be funny to have some crew, for whatever reason, be
fully committed to being evil for no reason other than it is funny to
bother empaths.
I want a chaplain to come to the realization that I'm evil and see what
happens.
## Changelog
🆑
add: Fundamentally Evil quirk. You might act normal, but you know deep
down that you totally don't give a shit about anyone but yourself.
Empaths better watch out.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
## About The Pull Request
Earlier this day, I have found myelf adding a check to the fish petting
proc Ben added recently along with his aquarium UI rework, so I've
thought it'd be good if players could do it regardless of aquariums.
I've also added a couple lines to check if it's a safe environment and
the fish isn't dead, because petting a dead or drowning fish shouldn't
solicit much of a cute reaction.
Furthermore, petting aggressive fish comes with a coin flip where you
get your hand bitten half of the times. I think it's a pretty much
reasonable interaction.
Also, petting chasm crabs lowers their anger slightly, which determines
the behavior of the juvenile lobstrosity they grow to be.
## Why It's Good For The Game
Polishing a fish feature added by another contributor.
## Changelog
🆑
add: You can pet fish while holding them. Be wary of petting aggressive
fish.
/🆑
## About The Pull Request
This PR nerfs the mood event from fishing from 5 to 4. In exchange,
after catching a fish, you can release it in the appropriate fishing
spot for a minor positive mood event (if it's alive, or if the user has
either the morbid or naive traits). It also counts towards fish
population for fish that are limited in the amount of times they can be
catched. Mobs with the naive trait (clowns) get the positive mood event
even if the fish is dead or being released in a bad place like lava
Some fishing spots like toilets and moisture traps don't have this
option, but that's because they've their own interactions with fish
that'd otherwise be overridden by it.
This PR also fixes mobs with the morbid trait (coroners) not enjoying
aquarium in their own morbid ways and add a few touches pertaining the
naive trait like alternative chat messages when interacting with the
fish.
## Why It's Good For The Game
This gives players a way to get rid of unwanted fish without leaving it
to die on the floor, also it's in the spirit of recreational fishing.
## Changelog
🆑
fix: Fixed morbid mobs (coroners) not enjoying room beauty and aquariums
in their own weird ways.
add: You an now release fish after catching it for a positive moodlet
(or to repopulate certain fishing spot with rare fish).
/🆑
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
## About The Pull Request
Fish (the item that you catch with a fishing rod) now has an edible
component attached to it, making it possible to eat them if you really
have to, at the cost of eventually killing and deleting the fish,
however, you normally shouldn't.
Along with the seafood and meat foodtypes flags, it possess the gore and
raw foodtypes too, making them pretty awful to eat unless you're a
(non-vegan) lizard, felinid, or wearing the strange bandana*, which can
only be found in the cqc kit case. Furthermore, it carry diseases like
the ones from food left on the floors for too long, so a strong stomach
is required to safely eat it even if you actually like it, dummy...
UNLESS you fry or grill it, thus killing the diseases (as well as the
fish) and removing both the gore and raw food types, then it becomes an
actually ok meal... UNLESS you're dumb enough to eat a pufferfish, a
donkfish or a slimefish.
That is more or less the general rule. A few fish stray for it. For
example, lavaloops are never raw (still gorey). The skeleton fish are
never edibles, and holodeck fish is, well, holographic and thus
disappears if you try to eat it.
*the strange bandana is a reference to MSG, and this is a reference to
the MGS3 fish eating animation.
This is WIP btw, I'll have to test it and add some then polish it.
## Why It's Good For The Game
Whole unprocessed fish should be technically edible, even if not safe to
eat nine times out of ten. Also I kinda need this if I want to add a
tasty fishing spot to the kitchen deepfriers.
## Changelog
🆑
add: Whole, unprocessed fish is now edible. However it's pretty much
reccomended to grill or fry it for over 30 spess seconds before
attempting to eat it.
fix: germ-covered, dirty food no longer tries to infect you through
contact.
/🆑
## About The Pull Request
Over half of the line changes are merely from splitting the
fish_types.dm into several files since it was over 1k lines already.
One of the small issues with fishing right now is RNG. You want to get
some specific fish, and you go through all the micromanaging with hooks,
reels and baits only for the random number god to say "nope", and that's
only going to get worse the more fish are in the game.
However, I've a solution: (unconsumable/reusable) fishing lures, each of
which attracts different fish based on different conditions. The only
caveat is that they require to be spun at set intervals (usually 1 to 3
seconds, depending on the lure, with a second-long window). Worry not,
there're visual cues in the form of a green/red light hovering the
fishing float, so you won't get screwed up by the server slowing down or
whatever.
The whole box of lures (12 so far) can be from cargo for the fair price
of 450 credits.
I've also added 5 new fish: monkfish, plaice, pike, another punnier
variant of the pike, perch and squid. The latter is quite special
because of the ink production trait, which lets players use it to blind
others at a close range and when butchered, it yields an ink sac, which
can be processed into a can of squid ink (one less item exclusive to the
produce console), or thrown at people in a sort-of-similar fashion of
banana cream pies (except it's ink).
<details>
<summary>Images</summary>
Fishing lures (forgot to take my cursor off the veggie one before the
screenshot):

The five new fish:

</details>
<details>
<summary>A table of fish catchable wth each lure (excluding
holodeck)</summary>

</details>
A few more things in the CL, baitfish are a thing now.
## Why It's Good For The Game
There should be ways to contrast some of the RNG fishing has. After all,
it's only going to get more random the more fish are in the game.
Furthermore, I find it disappointing that a lot of food stuff is
exclusive to the ingredients console and there're no other ways to get
it.
## Changelog
🆑
add: Added fishing lures to the game. They don't get used up like baits
and let you catch specific kinds of fish, though they need to be spun
every few seconds. The whole set can be ordered from cargo for 450
credits.
balance: The magnet hook now removes dud chances.
add: Added five new fish types: perch, two types of pike, monkfish,
plaice and squid. Squids have a fairly special ink production trait,
which lets you use them (unless dead) to ink people face at close range,
and can be butchered for an ink sac, which can either be processed into
canned squid ink, or thrown at someone.
fix: Refactored throwing a little. Some items (specifically
components/elements) won't be triggered when caught. no more plates
shattering despite being caught for example.
add: Goldfish, lavaloops, needlefish and armorfish can now be used as
baits.
/🆑
## About The Pull Request
Aquariums now have a beauty element based on their contents. Props give
a fixed beauty value, while for fish it depends on whether they're alive
or not. Some fishes have a better score than others. A few, like the
ratfish, even have negative beauty.
Mobs with the morbid trait now get a positive moodlet when admiring an
aquarium full of dead fish, and a negative one when fish are alive.
Also, this brings a few improvements to bits of aquarium code. Namely
the removal of a GetComponent call and a few balloon alert calls.
## Why It's Good For The Game
Aquariums can be quite decorative at times.
## Changelog
🆑
add: Aquariums now influence the beauty score of an area based on their
contents.
add: Morbid people now get a positive moodlet when admiring an aquarium
full of dead fish, and a negative one when fish are alive.
/🆑
## About The Pull Request
Previously, the mood datum would only react to beauty when entering an
area, any later changes to the room wouldn't update it for the mood
datum.
Also, mobs with the morbid trait (ie. the cononer) now like
degradated-looking rooms and dislike (if they also have the snob trait),
well-decorated ones.
## Why It's Good For The Game
Feature and improvement.
## Changelog
🆑
qol: Mood more promptly reacts to the beauty of an area as it changes,
and not just when changing areas.
add: Coroners (and potentially other mobs with the morbid trait), now
like degradated-looking rooms.
/🆑
## About The Pull Request
Fixes some typos.
Rewrote some weird sentences that didn't scan right or weren't clear.
Rewrites a lot of descriptions for the heretic paintings.
Rewrites the painting-related traumas, made them more medical themed and
vague. For example, the health scanner will no longer identify the ghost
haunting someone and ruining their mood, it will instead report that the
patient is hallucinating and depressed.
Painting knowledge description got minor rewrites.
The painting moodlets are rewritten to be a little more clear where
they're coming from.
## Why It's Good For The Game
Typo fixes mean players see less typos, which is self evidently good.
The rewrites were because I didn't feel like a lot of this stuff was
written to a high standard. It was riddled with typos, overly vague in a
lot of places, and defaulted to using all caps for horror value far too
often. It needed to be a little bit more direct and a little bit more
subtle. I've tried hard to keep the original tone and intent but
hopefully it's a little spookier now.
Codex description got expanded because the old description didn't
describe how the book looks which annoyed me a lil.
Closes#83956 (which doesn't actually fix the issue that a few possible
ways to fail surgery were missed.)
Fixes#83932🆑 ShizCalev
fix: Fixed some surgery failure states not properly setting the correct
mood event.
refactor: Minor refactor to how surgery events work, there is now better
support for per-surgery mood events!
/🆑
## About The Pull Request
Changed how tail regaining works.
* If it's your tail, an infinite debuff is replaced with a timed one
(new, on live there is no debuff)
* If it's not your tail but of same species, I guess it works, but we
are more sad (new)
* If it's not your tail AND of different species, we are horrified
(live)
Also a little clearing up of unused mood datums
## Why It's Good For The Game
Refactors good? Having your tail back good?
## About The Pull Request
There's a bug wherein you can use psychotic brawling as a pacifist if
you disarm, but rather than fix it I think leaning into it would be
really interesting. You get a big -20 mood debuff for 10 minutes, but
you can still harm people.
Implements an unused mood event found in #83741🆑 ShizCalev
fix: Getting surgically cut open while conscious will now give you the
"THEY'RE CUTTING ME OPEN!!" surgical mood event.
/🆑