## About The Pull Request
moves all implementations (im aware of) for "Im a parent type dont spawn
me please" to the datum layer to standardized behavior
adds a standerized proc for filtering out "bad" items that we dont want
spawning. applies to it the subtype vendor, gifts, and a new spawner and
mystery box for a random gun (neither playerfacing)
"port" of https://github.com/shiptest-ss13/Shiptest/pull/4621https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa
small warning: I dont have EVERY abstract type defined right now but,
ive done a good enough job for now. Im tired of data entry rn
## Why It's Good For The Game
standardizing behavior. Might be a micro hit to performance however
having this lets us not rely on icon state to determine whether
something is a parent type and makes it much easier to tell something is
a parent type (could be applied further to things like admin spawning
menus and things like that).
need feedback on if this is actually good for the game.
## Changelog
🆑
add: Soda cans show up in the silver slime drink table.
add: Examine tag for items that are not mean to show up ingame.
refactor: Standardizes how gifts rule out abstract types.
fix: gifts no longer check if something has an inhand, massively
expanding the list of potential items.
/🆑
## About The Pull Request
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.
EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.
EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.
## Why It's Good For The Game
Improving the backbone of the crafting system. Also materials and food
code.
## Changelog
🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
## About The Pull Request
~~I have some beef with the cooking system.~~
Cooking recipes are coded in a way that disregard the possibility for
their components to have different foodtype flags than the ones you
would find normally find.
For example, if I wanted to make corned beef, but instead of a standard
steak, I used a killer tomato "steak", the result would still have the
meat food type, even if none of the components has it.
I've had to resort to a few hacky lines of code to manipulate the food
types from the edible component, but that can be easily fixed if #89687
is merged.
## Why It's Good For The Game
This also makes cooking recipes less strict about their food types and
can help us spot inconsistencies with recipes.
## Changelog
🆑
qol: Food types are now passed down when cooking from recipes. For
example, a plate of corned "beef" made from giant killer tomato slabs no
longer counts as meat but only vegetables now.
fix: Fixed a metric ton of inconsistencies with food types and recipes.
fix: Dank-pockets (the weed variant) can now be microwaved.
/🆑
## About The Pull Request
This is the first PR in a series attempting to modernize our damage and
armor, both from a code and a gameplay perspective. This part implements
unique attack animations, adds alternate attack modes for items and
fixes some minor oversights.
Items now have unique attack animation based on their sharpness - sharp
items are now swung in an arc, while pointy items are thrust forward.
This change is ***purely visual***, this is not swing combat. (However,
this does assign icon rotation data to many items, which should help
swing combat later down the line).
Certain items like knives and swords now have secondary attacks - right
clicks will perform stabbing attacks instead of slashing for a chance to
leave piercing wounds, albeit with slightly lower damage - trying to
stick a katana through someone won't get you very far!
https://github.com/user-attachments/assets/1f92bbcd-9aa1-482f-bc26-5e84fe2a07e1
Turns out that spears acted as oversized knives this entire time, being
SHARP_EDGED instead of SHARP_POINTY - in order for their animations to
make sense, they're now once again pointy (according to comment,
originally they were made sharp because piercing wounds weren't very
threatening, which is no longer the case)
Another major change is that structure damage is now influenced by armor
penetration - I am not sure if this is intentional or not, but attacking
item's AP never applied to non-mob damage.
Additionally, also fixes an issue where attack verbs for you and
everyone else may differ.
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
## About The Pull Request
I was thinking to contribute something to the new away mission map to
make it better. Mapping and all takes too much time for me, so I could
do little. Though it comes with its own unique gimmicks.
To reach the cafeteria, one has to complete a couple puzzles.
The first set is opened by inputing the correct PIN on the password
panel beside it. There're several clues to help you guess this fairly
easy puzzle, in the form of several number graffitis, a scrapped piece
of paper full of numbers, and a board filled with colored dots also
found just beside the panel.
The second one is opened by a keycard, and is generally lazier. To find
it, you'll need to do a bit of (toilet) searching.
As for the unique things this PR adds:
- A fire extinguisher... that actually contains welding fuel
- A (dirt-cheap) hotdog vending machine*
- A completely ornamental maneki-neko (that's the name of the
luck-bringing, paw-waving cat figurine)
- A piggy bank that carries money between rounds. It has a cap of 10k
credits worth of holochips, cash and coins, which is pretty high, but
I'm confident people will just destroy it for its contents the moment
they find it. His name is Pigston Swinelord VI.
- More, totally legit and not actually fake bombable walls :^)
*By the by, you can also find it during the national hotdog day.
Screenshots of the new location:


## Why It's Good For The Game
You know how most away missions are not that special at all? Yeah,
@mc-oofert set an example of a pretty decent one actually, if not a tad
small. I thought it could use a touch of another mind actually
contributing to it too, because it deserves it.
Also, this sets the basis for other persistent piggy banks. I don't
think they should all have that 10k cap like this one, perhaps 1k is
enough. Beside, the code that mothblocks did for json database datum is
pretty good, so there is not a whole lot of shitcode here.
## Changelog
🆑
add: Added a cafeteria to the museum away mission, with a few special
things to it. To reach it, you'll have to complete a couple puzzles
however.
map: The museum away mission now has a couple restrooms.
add: Hotdog vending machines may spawn during the National Hot Dog Day.
/🆑
## About The Pull Request
Currently, burning food is handled in the following way (for the sake of
brevity I'll explain it with baking but it's essentially the exact same
with grilling):
- If a recipe has a baking recipe added in it's `make_bakeable`, then it
will produce that when baked.
- If it does not have a recipe added, but `burns_in_oven` is TRUE, then
it will have a negative baking recipe for "burned mess" added by the
parent of `make_bakeable`, and be turned to that after 20 to 25 seconds.
- If it has neither, it will instantly be set on fire.
What this PR does is, basically, remove the check for
`burns_in_oven/burns_on_grill` and make food always have a negative
burned mess recipe unless overriden by an actual recipe.
Also modified the examines a bit to better fit food that hasn't
necessarily been baked/grilled before but would still turn to a burnt
mess if put in either.
## Why It's Good For The Game
My issues with the way it currently works are:
1. The "default" case is one that largely doesn't make sense for food.
Most things would logically just get turned to a burnt mess after being
overcooked for some time rather than combusting the very moment you
close the range.
2. If you make any cooking item the result of a baking recipe, then you
must also remember to make its `burns_in_oven` var true, because
otherwise it will be set on fire as soon as it finishes baking, making
it impossible to cook. (See issue #77377) This is pretty bad because
it's easy not to notice or add these vars, given that they're a bit out
of the way mechanically and...
3. ...the var names are very unintuitive. In practical terms all
`burns_in_oven` and `burns_in_grill` do is add a timer before the item
is ruined, not actually cause or prevent the ruining.
By removing these vars and their function we deal with all three, as
turning into a burnt mess is now the default outcome for food that
shouldn't be baked/grilled and coders adding food/recipes don't need to
worry about the confusingly-named vars.
Also, as mentioned before, fixes#77377.
## Changelog
🆑
fix: boiled rice doesn't burn instantly after being baked
code: simplifies the way burning food is handled, grilled/baked food now
turns to a burnt mess rather than being set on fire, unless they have a
baking/grilling recipe
/🆑
## About The Pull Request

Seeing this pattern repeated over various sections of code was starting
to piss me off
## Why It's Good For The Game
Lessens chance to cause errors with mind traits, ensures consistent
behavior, makes it easier to change how mind traits work if necessary.
## Changelog
hopefully not player facing
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Now whenever an attack is blocked, the sound will play and deflection
with the item now plays sound too:
https://github.com/tgstation/tgstation/assets/42353186/1a0cc5b7-f2af-4d72-88d7-57cc11f5baa3
The parry.ogg was updated to a better-sounding one
https://github.com/tgstation/tgstation/assets/42353186/5ffc53d8-0b3c-4e6b-9256-b7b9735918bc
Every item now has a "block_sound" that can be set, it determines what
sound is played when you block an attack with it.
Cult items no longer have their own way of fuckery to play parry sounds,
now they use this system as well.
Now shield bash sound is 80% smaller after cutting out all of its noise
and silence.
## Why It's Good For The Game
Adds feedback on whether the attack was blocked or not, signalling both
to the attacker and defender that it didn't go through even if the
animation played, which is a great QoL. Same with the deflection sound
(although deflection is still pretty visible, the sound would not hurt)
New sounds add more flavour to the weapons, especially the energy sword,
giving it even more badassery.
Cutting down the noise from the shield bash sound has made it better to
listen and saved some kilobytes of information. And making every item
use the universal system for blocking sounds, removing cultist items'
own code for playing parrying sounds.
## Changelog
🆑 DrDiasyl aka DrTuxedo#0931
qol: Now blocking an attack will play a sound and display a spark
effect, giving back feedback
sound: parry.ogg was updated to a better-sounding version
sound: shieldbash.ogg no longer has noise and unnecessary silence
sound: New block_shield.ogg and block_blade.ogg for shields and energy
swords
code: Cultists items no longer have their own code for playing parrying
sounds
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/73765
Also adds some warnings and description to bread/breadslice so you can
more easily notice that something is wrong.
Not much to discuss i think.
## Why It's Good For The Game
You can get normal bread from butchering bread dog. And potentially less
issues with bread in future.
## Changelog
🆑
fix: fixed butchering bread dog spawning error bread.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
This PR will tweak some of my foods and others to make them a little
less excessive or to buff them a little.
Meatloaf takes 2 meat slabs instead of 3. It felt pretty excessive to
use 3.
Ribs and meat clown now use /obj/item/food/meat/steak instead of
/obj/item/food/meat/steak/plain. This allows custom downstream steaks to
also be used for ribs, instead of only vanilla upstream ones
Truffles and peanut butter cups use 2 of their filling ingredient
instead of 5. 5 felt excessive.
Moved calzones to the pizza crafting menu
Adds the meat foodtype to meat pierogis and removes the dairy foodtype
(wow)
Increases the nutritional value of french toast
Beef stroganoff uses 2 units of salt/pepper instead of 5
Removes sugar from granola bars to make them less complex to make
## Why It's Good For The Game
Re-balancing certain foods to make them simpler or more worthwhile
encourages people to make them =)
## Changelog
🆑
qol: Tweaked around some foods to make them easier to make
/🆑
## About The Pull Request
This is my Christmas present to mimes everywhere.
First of all this adds Croissants, because I thought they already
existed and was shocked to learn that they did not.

Here's a croissant and an unbaked croissant.
In terms of food they are GRAIN, DAIRY, and BREAKFAST and made fairly
simply from sugar, dough, and butter.
Secondly it adds this pack of traitor gear, exclusively for Mimes and
Chefs.

The contents of this pack are:
- One combat baguette, indistinguishable from a regular baguette. If
wielded as a sword it gains a 50% block chance (equal to the Captain's
sabre) and does 20 damage.
- Two throwing croissants, which do 20 throwing damage and return to
your hand like boomerangs.
- A cookbook which teaches you the secret to turning croissaints into
deadly boomerang weapons.
You make a croissant into a throwing croissant simply by inserting an
expertly bent iron rod into it.
The chef can't make any use of the baguette unless they also gain the
ability to mime, but they can use it to make food.
https://user-images.githubusercontent.com/7483112/209454703-feafcf4c-6d0a-4e9a-ac4a-d3e2fc7c0ffb.mp4
Watch me here struggle to use them to kill an ape (they don't return to
your hands if thrown at an adjacent tile).
## Why It's Good For The Game
It's insane that croissants aren't already in the game.
This gives mimes an "invisible" sword to go with their invisible gun (it
announces to everyone nearby when you're about to use it, but they can't
know if it's just a _regular_ baguette).
It's funny to throw bread at people.
## Changelog
🆑
add: You can now bake croissants to add to your breakfast.
add: Traitorous chefs can bake dangerous throwing croissants, Mimes can
do this and gain the additional benefit of a deadly combat baguette.
/🆑
- Chocolate boxes now contain bonbons (formerly tiny chocolates),
truffles, and peanut butter cups
- Slices of bread now taste like their respective breads instead of
tasting "indescribable"
- Fiesta skewers have food categories now
- Misc food file has had more split out of it into sweets.dm,
vegetables.dm, and packaged.dm
- Removed a bunch of redundant food_reagent code
- Changed the sugar in clown cakes' food_reagents to banana juice
- Increased the amount of vitamin in pound cakes (it's four whole cakes
and the amount of vitamin doesn't go up?)
## About The Pull Request
A side effect of my pizza PR #71202 I added contextual screentips as
part of processable.dm. In doing this, I noticed that with a few
exceptions, almost every single bread and cake type copies the proc
exactly the same for every single child of cake or bread, so I put the
proc on the parent of bread and cake and gave them slice_types, making
them more similar to pizza.dm
For everything else I've changed the default that I put in
processable.dm into "slice" or "cut" for things that use the knife and
"flatten" for things that use the rolling pin.
Finally, you can slice bread with saws now, because I think its silly
that only pizza gets this luxury.
## Why It's Good For The Game
Because it wasnt the focus of #71202 I didn't mess with screentips
outside of the pizza file a lot, but now that it's merged I figure I
should go and do that.
As Bread and Cake's processables are almost fully standardized it seems
silly for them to call on the proc 12 times in the same document so I
did this, which also allows for more versatility in editing how they
work as well allow people to, if they want to, add more tool behaviours
in the future without adding in 12 lines of code. Also means that people
who want to add new cake or bread have one less thing to do.
## Changelog
🆑
add: you can saw bread with a saw into bread slices
qol: added screentip verbs to a bunch of food files
code: bread and cake now have slice types and all only have one call on
the processable.dm proc
/🆑
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
fix: Fixed a bunch of missing inhand icons.
fix: Fixed cables in electrical toolboxes not randomizing their colors.
fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables.
fix: The collectable SWAT helmet is now using the proper icon again!
refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors.
imageadd: Updated the screwdriver belt overlay to represent the newer sprite.
imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3
fix: Wirecutters now have an icon when inside a belt again!
admin: Added a new omnitool subtype that allows you to spawn all items in a typepath!
fix: Explorer gaskmasks now properly reflect their adjusted state when held.
fix: Fixed balaclavas having the wrong icon when pulled up.
fix: Fixed the base energy sword (admin spawn only) being invisible.
fix: The rainbow energy sword is now a little bit more rainbowy!
fix: Fixed an tk exploit with orange handcuffed shoes.
fix: The traitor outfit in the select equipment panel is now actually functional!
* Makes flags properly check themselves
Byond ref: https://www.byond.com/docs/ref/#/operator/&
Basically, flags should use & instead of ==
We can have more than 1 slot on any item, so it's preferred that we do this instead. Even if it doesn't immediately fix any problems, it's something that should be the standard anyways to prevent it from ever being a problem.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes Bread Smite Causing Some Fucked Up Shit
Hey there,
So basically, when you had the bread smite done on you, you were _just_ added to the contents of the bread. Nothing more. That means that you could pick it up. You couldn't add it to your bag (it would always return back into your hand(?)), but it would create some weird oddities that was just cursed in general. Let's make it so you can't hold the container that you are contained within by giving you HANDS_BLOCKED.
* actually we don't need the named arg
lets get rid of the cursed thing entirely
* removes sanity check
* we do a bit of component trolling
THIS TOOK ME TWO HOURS FUCK YOU
* removes cruft comment
* cleans up code a teeny bit, upgrades to incapacitated
* wait that named arg is still there wtf
* Review Time
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* wrong operator and wrong order of operations
* null out the container
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* checks to see if container is qdeld
* weakref time
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Removes ComponentInitialize()
Completely removes ComponentInitialize() as a proc, which was called on every single atom in the game, twice in some instances (like new players), over something that can already be done with Initialize().
This is the second attempt at doing this, after the first attempt fell apart for some reason. This time it was way easier though, since storages are no longer a Component.
* update icon blocker added before calling parent
* Update code/game/machinery/porta_turret/portable_turret.dm
Co-authored-by: san7890 <the@san7890.com>
* adds a mapload while I'm here
* moves human mood
* Does some UNRELATED thing to the PR
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
This is part two of my previous food additions, this time with much more variety. This will add:
Chips and salsa: An item I have long wanted to see on the list of things you can make, and a staple of Mexican dining.
Fish tacos: Adds more variety to seafood menus, and of course, because fish tacos.
French toast: Another addition I have wanted to see for a long time. The raw version will be prepared and then be required to cook on a griddle.
Updated stuffed cabbage/pierogi sprites, because I wasn't too pleased with my previous ones.
Seaweed sheets: Made at a biogenerator and are used for making sushi.
Vegetarian sushi: Straightforward vegetarian option for sushi, can be sliced into four pieces.
Spicy filet sushi: An omnivore specific sushi with a bit of spice, can be sliced into four pieces.
French silk pie: A decadent desert that finally adds a form of chocolate pie. Sliceable.
Moves the deep fried food holder from bread.dm to deepfried.dm.
It's neither bread nor bread-related. There is no reason for it to be in bread. No reasonable person would reasonably expect it to be in bread.
## About The Pull Request
stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it
for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

## Regex used:
procs without args, not even regex
`/Initialize()`
procs with args
`\/Initialize\((?!mapload)((.)*\w)?`
cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
Originally the component only allowed food to decompose into the generic moldy mess. This PR changes the component so that what item the component decomposes something into can be changed per attached object. I've added a few examples; bread types > moldy bread, pizza slice types > moldy pizza slices, dead mice > moldy dead mice (they need a sprite still, I'll get to that later. Kinda catbrained rn.)
edit:
Makes sure that none of this moldy food touches cytology unnecessarily.
Rotten eggs have been added (decomposed eggs), along with rotten boiled eggs. The only way to determine if an egg is good or not requires using a container of water on the egg. If it floats, it's rotten! They also do not produce ants when they decompose, so chickens no longer get eaten alive by swarms of ants for producing all these eggs.
fixes#61188