Commit Graph

2197 Commits

Author SHA1 Message Date
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
Leland Kemble 0991484c87 Patrol bounties pay money (#96251)
## About The Pull Request

Because patrols do not send anything material via the pad, they never
register `contribution` naturally, and thus runtime when their cube is
created.

Makes patrol bounties register ID `contribution` when they begin
tracking an ID's movements.

## Why It's Good For The Game

I did thousands of credits of unpaid labor before i realized these
weren't working

## Changelog
🆑

fix: Patrol bounties properly pay those who complete them

/🆑
2026-05-29 18:00:02 -04:00
TelevisionStatic 58c08b8700 Autolathegoodie (#96242) 2026-05-29 17:03:02 -04:00
Time-Green 64f76f52a9 Interface Science | The Mariana Trench of Feature Content (#95857)
## 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.)
2026-05-23 18:59:25 +00:00
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: loganuk <fakeemail123@aol.com>
Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com>
Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com>
Co-authored-by: Isratosh <Isratosh@hotmail.com>
Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com>
Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com>
Co-authored-by: Alexander V. <volas@ya.ru>
Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com>
Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com>
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com>
Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com>
Co-authored-by: Josh <josh.adam.powell@gmail.com>
Co-authored-by: Josh Powell <josh.powell@softwire.com>
Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com>
Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com>
Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2026-05-16 00:56:00 +02:00
MrMelbert f3cc933465 You can purchase (lower quality) broadcast cameras as a cargo goodie (#95914)
## About The Pull Request

You can order a broadcast camera (the thing the curator can get which
lets them livestream to entertainment screens) in cargo for 800 credits

The cargo version has a smaller view range (4 tiles instead of 7 tiles)
and slows you down slightly

## Why It's Good For The Game

There's a lot of opportunities for gimmicks in being able to broadcast
to the station

Like if you're an antag and want to prove you have a hostage, or you
want to make rival news broadcasts, or you're a clown who livestreams
breaking into security, etc

Access to the ability to broadcast is very very limited (to a single
curator kit). If you wanna do any of the above you have to either play
curator and dedicate your entire round to it, ask the curator for
*their* gimmick item, or if there's no curator and you didn't roll it
you just can't do it at all. (And god forbid if someone steals the
camera or you lose it)

I think it's kinda sad so I wanted to add another way to obtain the
ability to broadcast and I figure cargo is a good place. It's lower
quality because I'm very wary of people robbing the curator of their
gimmick - The curator's camera is top of the line and that's what
differentiates it from the pleb's stuff.

## Changelog

🆑 Melbert
add: You can purchase (lower quality) broadcast cameras in cargo for
800cr
/🆑
2026-05-13 21:10:07 -04:00
Arturlang d67ca75e37 kills cargo imports (#5491)
## About The Pull Request
kills cargo imports with no mercy, moves it into goodies with
newly-added subcategories
also adds a persi only agent ID single pack per request
also also tarkon and persi can buy private packs via id money
## Why It's Good For The Game
ugly UI that doesn't work for other factions and needs hacks to work
with cargo ui is not great

## Proof Of Testing


<summary>Screenshots/Videos</summary>
<img width="1268" height="1124" alt="image"
src="https://github.com/user-attachments/assets/fd3d9a58-ea0b-4242-88d2-b6123a214c72"
/>

## Changelog

🆑
add: cargo imports moved into it's own category with a brand subcategory
system, and orderable without a private account (god why did i do this)
add: persistence only agent ID single pack
add: persistence and tarkon can now buy stuff via ids directly
add: captain access can always unlock departmental orders
fix: persistence and persistence cargo consoles sending cargo pods to
the station if cargo bay is selected
del: entire cargo company imports system
/🆑
2026-05-12 17:20:32 -07:00
Roxy fb7920cd23 Lets the GMM sell materials again (#5553)
## About The Pull Request
Title. You can once again get material money cubes. Money is back on the
menu.

## Why It's Good For The Game
People can already sell materials to the cargo budget as is by wrapping
them up in a locker and shipping it off. If people want to cheese the
system for Big Money, they might as well have access to the machine
intended for this.

There's a bazillion other ways of getting obscene amounts of credits
(fish gen + powerator lol), it's a fun feature, and I don't see a reason
for it to remain disabled entirely.

## Proof Of Testing
Removed the comment which disabled it so if it compiles it works.

<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog

🆑
add: The GMM can sell materials once more.
/🆑
2026-05-11 18:18:54 -04:00
ArcaneMusic 283fdd5290 Adds the E-2 Earthcracker, a traitor tool for premeditated sabotage. (#95731)
## About The Pull Request

Adds a new traitor item, the E-2 Earthcracker. The Earthcracker is a
handheld sabotage device that you can deploy onto the ground in order to
deliberately create a weakpoint on that location.

As a recap, weakpoints can be exploited with a sufficiently large enough
explosive in order to create a chain of cracked turfs from it's
location, randomly breaking floors and walls, as well as attempting to
create new weakpoints that will allow for more of the hull to break
down. Weakpoints, if discovered, can be welded to taped up to repair
them using sticky tape.

The earthcracker creates a longer, and larger weakpoint than the kind
that spawn naturally. However, to use this subtly, you'll need to hide
the weakpoint created, as well as clear away the spent earthcracker by
using a wrench.

Practical use is: Get the earthcracker, use in hand to arm/anchor onto a
turf (Can be unwrenched at this point), activate with an empty hand to
begin the cracking process, then wrench away, and you have a well
hidden, high power sabotage device.

Two variants are available in-game: The E-2 Earthcracker which can be
obtained from the traitor uplink at 2TC each, and the E-1 Earthcracker
which can be purchased on the black market. The E-1 variant spawns
normal run-of-the-mill weakpoints as opposed to the E-2, with a 30%
availability from the back market, at a cost of 200-600 credits.


![earthcraking](https://github.com/user-attachments/assets/0ab3a5af-f6c3-4096-b59a-7a1b44a01700)


## Why It's Good For The Game

I'll be frank, I don't think we necessarily need *more* tools to cause
havoc, but I wanted to expand the weakpoint framework a bit and this
idea came to mind. The Earthcracker fits in the same category as C4, but
without a signifigant amount of the control that comes from C4 and
absolutely from X4. This stands to cause more damage across the hull,
with the ability to keep expanding the crack. For that reason, I think I
may have underpriced this in terms of TC, but I'm up for discussion on
if it needs to go up to a 3-5 range.

In an ideal world, this could be used for making booby traps, such as
planting an earthcracker in an area like escape or a larger department,
and then triggering the weakpoint when the right people are around, even
through something like a detomatrix or a trigger on a grenade.

As an added reminder, weakpoints have a dedicated method to repair them
if discovered, that being welding them or hitting them with sticky tape
to repair them quickly, offering some counterplay.

I also added a lighter variant onto the black market as a fun, dubious
thing to have on the black market.

## Changelog
🆑
add: Adds the E-2 Earthcracker device as a purchasable traitor item for
2 TC. Use it to create potentially devastating weakpoints onto the
station!
/🆑
2026-05-07 06:13:55 +02:00
LT3 24a9759859 Cargo manifest stamp payment consistency (#95832) 2026-05-04 16:33:30 -04:00
necromanceranne 6904a2b68b Adds a more fitting Cybersun reinforcement outfit. And ABSOLUTELY NO ITEMS TO THE BLACK MARKET. (#95918)
## About The Pull Request

Adds an orange and black business outfit for Cybersun
employees/reinforcements.
<img width="86" height="102" alt="Screenshot 2026-04-29 204615"
src="https://github.com/user-attachments/assets/c8afb1c6-6172-4250-9077-67e418eb48f7"
/>
<img width="123" height="126" alt="Screenshot 2026-04-29 204650"
src="https://github.com/user-attachments/assets/8823d05c-0301-4bc7-af4d-d3d5337830e2"
/>


Definitely doesn't add an item to the black market. Nope. No changes at
all there. Don't look at the code.

## Why It's Good For The Game

Cybersun will slowly begin receiving some updates both visually and
narratively in the future. Here is but a small taste.

## Changelog
🆑
add: Gives the Cybersun reinforcement a new outfit.
add: No new items were added to the black market. None. Honest.
/🆑
2026-04-30 08:40:08 +02:00
John Willard aa4dc56835 Removes Station-time (more time changes) (#95744)
## About The Pull Request

Removes Station-Time entirely
Server Time is now NST (Nanotrasen Standard Time). SS13 takes place
exactly 540 years in the future of the current day, so every second is 1
second in-game.
Round Time is now PT (Pay-Time), how Nanotrasen keeps track of how long
the current rotation of Employees has been working for.

Telecomms uses NST due to its importance of being the communication to
the blackbox.

Autopsy report, clocks, scientific reports and requisitions use both
timestamps due to them being more official documents that NT may need to
know beyond just the current round (just for flavortext).

Pretty much everything else (Det scanner, PDA, IC logs, Time-of-Death,
AI law changes, Cyborg file downloading) uses PT

PT
<img width="305" height="217" alt="image"
src="https://github.com/user-attachments/assets/cef73025-6292-4f9c-8565-197397bda2ca"
/>
<img width="168" height="59" alt="image"
src="https://github.com/user-attachments/assets/a99db568-045d-45fc-8206-0d9a7b13c7d2"
/>
<img width="308" height="122" alt="image"
src="https://github.com/user-attachments/assets/37ca6f17-8916-4af2-9c91-0f0707038ca5"
/>



https://github.com/user-attachments/assets/29445051-c98b-4af3-a657-812083aab91a


Clock (Literate)
<img width="748" height="292" alt="image"
src="https://github.com/user-attachments/assets/c824e812-91b5-4737-858d-768336e9a7c4"
/>

Clock (Illiterate)
<img width="446" height="94" alt="image"
src="https://github.com/user-attachments/assets/90d5ea0d-eaff-4ced-aa31-ffdf0b4832a5"
/>

New paperwork time working properly

<img width="311" height="190" alt="image"
src="https://github.com/user-attachments/assets/6d048926-db61-4c91-893b-ce93e1ea7775"
/>

NST
<img width="800" height="115" alt="image"
src="https://github.com/user-attachments/assets/35ffde49-13c1-4ce7-ab24-858e48b608bd"
/>
<img width="1288" height="142" alt="image"
src="https://github.com/user-attachments/assets/40c30d16-e0de-4efc-b460-9486eeb901d6"
/>

# Other changes

1. Circuit time checker will now get the value of the given input (Hour,
Minute, Second) rather than the full dedisecond time converted into
hour/minutes/seconds

<img width="270" height="67" alt="image"
src="https://github.com/user-attachments/assets/097440cc-1c45-447f-9976-18de7f9c722c"
/>

2. Turns nightshift into a round event that'll last approximately 22
minutes
3. 12-hour pref (doesn't apply to the stat panel because it's global
info) & removal of "TCT" time

<img width="569" height="440" alt="image"
src="https://github.com/user-attachments/assets/d39083b1-d248-41c0-9a1c-b2398ca203a7"
/>

4. The chocolate pudding negative moodlet is now based on the server's
IRL time.
5. Admins can now use ``class``, ``style`` and ``background`` (they were
already given perms to use ``img`` so hiding background, which was
removed to prevent image embedding, is pointless)
6. Also fixes ``year`` being off on localhost.


## Why It's Good For The Game

Server Time is approximately 1s = 12s converted, not including it
desyncing from lag (I believe?).
This makes it pretty much impossible for people to actually use this as
a unit of measurement for in-game actions.
Different things also uses different timestamps which is a bit more
confusing.

The main change here is for accessibility and, hopefully, using time as
a source of immersion. "20 minutes ago" is no longer OOC, they're just
speaking in PT. There's no timezones in space, Nanotrasen Standard Time
is the closest there is, but Pay Time is how NT considers when you get
your paychecks, so it's what is more commonly used.

It also fixes major inconsistencies between "IC time" and "Station
time", things like breakfast moodlet was the first 15mins of the round
despite the round starting like 7 hours in? Nukies with an L6 SAW firing
down the halls was shooting like 1 bullet every 3 seconds (assuming 4
bullets per second), overall there was just a disconnect between how
long time actually is in the universe.

The secondary reason for this change (though it is what pushed me to
actually get around to making this change) is the greater stat-panel
removal. This hopes to lessen the dependence on the stat panel for
station-time by making it easier to understand, and the end-goal I have
is for this information to be limited to Admins & the AI (AI will get
the IC version with the accurate year), so until that happens I would
like to improve the use of station-time by making it consistent (for
example, you should only care for PT for IC, which is also what your PDA
displays), so that when it gets removed it won't leave players timeless.

If you haven't already, and is interested in helping remove the stat
panel, every entry that needs to be removed can be found here -
https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view

Closes https://github.com/tgstation/tgstation/issues/94988

## Changelog

🆑
del: Removed Station Time, now we use NST (Nanotrasen Standard Time),
which is IRL server time +540 years, and PT (Pay Time), the amount of
time since the round has started.
del: Station nightshift is now a Station event rather than being based
on Server time.
balance: Time circuit's Unit of Measure now tells the amount of time in
hour/minute/seconds rather than giving the whole time translated to
hours/minutes/seconds.
qol: Added a 12-hour clock pref for people who prefer it.
qol: Hovering over NST timestamps on official documents will now
translate how much it is in PT/Shift Time.
admin: Admins can now use style/class/background in their papercode.
/🆑

---------

Co-authored-by: Isratosh <Isratosh@hotmail.com>
2026-04-25 14:13:31 -06:00
Ghom 5110eef308 Express consoles have crab rockets once again... (#95817)
## About The Pull Request
Alternative to https://github.com/tgstation/tgstation/pull/95658 that
involves fewer lines rather than more.

## Why It's Good For The Game
Makes it possible to order crab rockets on the express console without
copypasta. I'm not sure if express consoles are supposed to be usable
for special/emag orders (there was a check against that in the code for
some reason), but because they've had the exact same options of a
standard cargo delivery console for such a long time and because I
haven't found any explicit reason for that to not be the case (in lieu
of that, I found a bit of a reference to homoerotic material in the code
comments), I guess it's fine and nothing bad will happen.

## Changelog

🆑
fix: Packs exclusive to the express console (crab rockets for example)
can now be ordered from express consoles.
/🆑
2026-04-23 09:39:26 +12:00
ArcaneMusic 7b8efd3daa Stock Market UI Tweaks and improvements (#95564)
## About The Pull Request

This PR pulls forward some UI tweaks that I made in #93183, but cleaned
up and with some additional adjustments.
This adjusts a bit of the GMM Ui, cutting out the horizontal quantity
measurement and rolling that into the supply/order information in the
middle.
<img width="984" height="613" alt="image"
src="https://github.com/user-attachments/assets/40661624-c88d-4899-a624-7f3b391edf27"
/>
Adds a hit of color as well to show what materials are currently being
ordered.
Adds a bit of tooltip text in order to showcase the range of prices that
a mineral can be bought and sold at, in order to showcase why lower
value minerals like glass/iron can be bought and sold from.
In addition to this, also tweaks the logic on the disabling of buttons
to better reflect these thresholds, so you can buy and sell when sitting
on those thresholds.

## Why It's Good For The Game

The market UI needs to exist in a sort of "spreadsheet" format, in order
to see all the values, all the costs, and make decisions about what you
what to buy and how many. That said, it's clunky, and there's a lot of
complexity related to buying and selling materials already that I would
love to cut down on.

This helps trim the UI, makes it a bit smaller, but adds in some missing
information that even I don't have memorized for the purposes of regular
gameplay.

## Changelog

🆑
qol: The GMM Ui can now tell you the minimum and maximum price ranges
that a material will sell for.
qol: You can now sell materials on the edge of their buying and selling
thresholds. (This really only effects iron and glass, practically)
/🆑
2026-04-23 08:50:02 +12:00
LT3 a614047147 Fixes materials market delivery crate (#95813)
## About The Pull Request
Fixes materials orders being delivered in a box instead of a crate. The
crate is billed as part of the order, subtracted from the order value,
and boxes aren't eligible for the 200cr return credit. This results in a
loss of 400 credits if there is an error in the order and the manifest
is correctly stamped denied.

## Why It's Good For The Game

Fixes materials orders correctly stamped 'Denied' resulting in a loss of
400 credits.

## Changelog

🆑 LT3
fix: Fixed loss of credits for correctly denied minerals market cargo
manifest
fix: Cargo budget materials market orders arrive in crates as expected
/🆑
2026-04-20 21:20:43 +02:00
MrMelbert 4eadf5caf7 The big tooltype_act de-cargo-cult-ing (#95408)
## About The Pull Request

Removes a lot of cargo cult copypasta with
`default_deconstruction_screwdriver`, `default_deconstruction_crowbar`,
and to a lesser extent `default_pry_open` and
`default_change_direction_wrench`

ALL you gotta do now if you want your machine to have an openable panel
or be deconstructible with a crowbar is this
```dm
/obj/machinery/dish_drive/screwdriver_act(mob/living/user, obj/item/tool)
	return default_deconstruction_screwdriver(user, tool)

/obj/machinery/dish_drive/crowbar_act(mob/living/user, obj/item/tool)
	return default_deconstruction_crowbar(user, tool)
```

`default_deconstruction_screwdriver` no longer directly sets
`icon_state`, requiring the user pass in the open and closed icon
states. Now, it just calls `update_appearance`, and everything that once
passed the icon state now uses `base_icon_state` and
`update_icon_state`.

## Why It's Good For The Game

Many of these procs were terribly overcomplicated and difficult to work
with for what should be a relatively simple action

Streamlining it makes it easier for coders to understand and work with

## Changelog

🆑 Melbert
refactor: A majority of machines had their screwdriver/crowbar/wrench
interactions rewritten, report any oddities like being unable to open a
machine's panel or deconstruct a machine
/🆑
2026-04-14 19:46:24 -04:00
ArcaneMusic 3503e9c565 Re-Implements the Bounty List for cargo, and various bounty improvements. (#95412)
## About The Pull Request

This PR readds a previously removed feature from cargo, that being a
global list of bounties that the whole station has access to, with some
tweaks and adjustments from the original system.

<img width="578" height="377" alt="image"
src="https://github.com/user-attachments/assets/c8e1cb8d-dda6-4983-8588-93dffffc2b4e"
/>

_Seen above: The new Global Bounty Interface._

The civilian bounty pad has a second tab added to it, which contains a
list of all the bounties that are available globally for all crew. You
can select one in order to view the contents of the bounty, as well as
have the option to send items on the pad to contribute to that global
bounty. You may also, as you could several years ago, print a sheet of
paper from the console that consists of all the global bounties on the
station, their their reward values. In addition to those bounties, some
bounties may be labeled has "High Priority", which means that they're
worth more to complete for both you and for cargo, and are denoted with
the different coloring and the star icon on the bounty list.

When a bounty is completed, it will create a bounty cube, the same as
personal bounties. However, for global bounties, multiple people may
contribute to their completion, and when the bounty cube is made and
sold, you will each get a cut of the profits proportional to your
individual contribution. So, if a bounty cube is sold worth 1000
credits, and Person A and Person B contribute 4 items and 6 items
respectively, the total "cut" of the profits crew would receive is 30%
of the total value, so 300 credits. Of those 300 credits, Person A would
receive 120 credits and 180 credits.
(In a real round, the value of the cube's 1000 credits may also increase
if the speedy delivery bonus is met by the cargo department.)

In addition, when a bounty goes from on the list to completed and cubed
up, the global bounty list will likewise automatically update, and
create a new bounty. The number of bounties available for the crew to
complete starts at 5 (Scaled to add one more for every 8 living players,
up to a maximum of 10 to begin with), and for every _3_ completed
bounties, that bounty maximum will go up by an additional 1 bounty. The
new bounty is random from all possible job categories. This may need to
be tweaked so that it pulls 1 bounty from each major department
category, but for now this is how it stands.

Most of the changes in this project fall under tweaks to the pricetag
component, UI work, and then a lot of file-cleanup and tweaking based on
testing.

## Why It's Good For The Game

There is something that was lost in the original shift from global
bounties to personal bounties. Cargo would reach out to crew in order to
get their assistance on projects that let them do their jobs better,
made forced them to have to work with the rest of the crew as opposed to
merely beating them to death when they break in to print their round
start multitools. One of the reasons that we justified that choice was
that bounties were very lopsided. You could be a a superstar helper and
complete a dozen bounties for cargo in a shift, but not only would you
run out of bounties to complete, but you would also receive nothing in
return. Switching to personal bounties did in fact let players generate
their own wealth, but now suddenly the impetus to complete bounties was
that cargo was more of a hang-up to the process than it actually being
part of their job responsibilities.

By re-implementing global bounties, we're giving crew the chance to not
only have that kind of soft community goal, but also we're incentivizing
people to contribute as much as they can to it's completion without
really requiring them to make it their whole shift as tends to be the
case with personal bounties.

There is more that could be done to this system, including using a
unique bounty pool, or at least unique "big" bounties that could be
rolled into the pool that would allow the crew to work on more varied
stuff, but for now this is at least a servable way to re-implement this
from both a longevity and nostalgia standpoint.

I also really, really like printing out sheets of paper and pinning them
to doors. Big mistake on my part by losing that.
2026-04-13 13:07:42 -05:00
ArcaneMusic bd01f0f2b6 [NO GBP] Corrects two issues with goodies and the ordering console. (#95478)
## About The Pull Request

Whoops.

~~I missed some nuance when I made #94483, namely that while I didn't
want players requesting CRATES like guns, grenades, spare SM shards with
their department budgets, the logic also touches goodies and private
orders meaning that players were unable to place goodie orders for
things that they may not have explicit access to do so, which is part of
the reason why you'd be ordering them privately in the first place. It's
cargo responsibility to determine if the player should/not be receiving
that item.~~
I have meditated on the issue, and I realize, nah, this is probably both
a healthier design decision as well as the reason we have things like
the black market in the first place. The core of the PR below however is
however sound.

ALSO, I made a fairly confusing mistake with the TGUI where the goodies
category just... hasn't been visible! That's on me.

## Why It's Good For The Game

Makes cargo goodies viewable. Makes cargo goodies purchasable.

Fixes #94928

🐛 💥 ‼️

## Changelog

🆑
fix: Cargo goodies are now visible in the ordering and request consoles.
/🆑
2026-04-13 06:16:04 -06:00
ArcaneMusic 8a6649c8a9 Adds a cargo shuttle upgrade for plastic flaps and air refills. (#95393)
## About The Pull Request

We've all been there before. You send the cargo shuttle, you return it
only to find the blast doors were wide open, and air is now venting out
into space, and with the airlock cycling you are now trapped in a
freezing death trap of your own unwitting design.

This is funny and I want us to keep doing this.

But in an effort to continue to offer interesting things for cargo to
buy in a given shift, this PR offers the ability for cargo to buy an
upgrade to the cargo shuttle itself, that being 2 ~~tiny fans~~ Plastic
Flaps that are installed into the shuttle, as denoted by landmarks
mapped into the cargo shuttle.

Upon being picked up, also includes a certificate of installation. to go
onto the shuttle. Honestly, this is mostly so that I can be lazy and not
just spawn an empty crate but Ideally I open this up for future
categories of "cargo upgrades" that just spawn onto the station.

The other feature here is in shuttles having their air refilled on the
way to/from the station, as part of their subscription to air ™️

It's currently offered for the fairly steep price of 8,000 credits.

## Why It's Good For The Game

This is admittedly a luxury purchase, but, for players who are doing
well enough on credits, either through stocks, bounties, shuttle loans,
cargo events, whatever, this is something that players may want to
purchase for peace of mind, while being entirely optional in-game. The
cargo shuttle can be finicky in many ways and can tend towards easy
mistakes causing lots of pressure-related injuries in a round.

Again, this is intentionally offered at a high price point to avoid this
being an automatic purchase early into the round, but also something
that feels like an earned luxury if you have it, allowing you to focus
on your loop of buying and selling items, hustling if you will, without
caring if Larry over there is going to vent the shuttle for the
umpteenth time.

Like other tiny fans, these are not deconstruct-able and intentionally
should be locked to the cargo shuttle in practice.
2026-03-26 17:37:48 -05:00
RusselNotSCP 4ceac8f297 Classic Cocktails 2: The liqueurening (#95392)
## About The Pull Request
TL;DR: "What do you mean we didn't have a negroni in the game before?"

This adds three new very commonly used liqueurs to the game: A bitter
red aperitivo, an herbal liqueur, and maraschino liqueur. Additionally,
it adds 15 new classic cocktails that use these new liqueurs.
Mechanically relevant drinks include:

- The Poet's Dream, which can grant non-heretics the ability to dream
like them
- The Garibaldi, which grants revolutionaries the determination to shrug
off their wounds
- The Jungle Bird, which soothes the supermatter when ingested by those
around it
- The Thermonuclear Daiquiri, which causes you to glow (and very rarely
emit high-energy nuclear particles)
- and more!

Full list here: https://hackmd.io/@0lHAWBNkSXixU4v6xxYS_w/SkYjyDofbg

![Sequence
01](https://github.com/user-attachments/assets/23066f45-4ab9-4f2c-a16b-1d53bfb09ffb)

On the non-player facing side of things, this also refactors the heretic
dream code a bit and adds a trait that enables non-heretics to have
heretic dreams, which could easily be used by other things (ie if anyone
wanted to make a perk or something that does this)

Also, special thanks to MrMelbert and ChipPotato for helping me out with
coding stuff in the discord!
## Why It's Good For The Game

This is good for the game for more or less the same reasons as my first
classic cocktail PR #92955 is good for the game: More variety gives
bartenders more to do and a greater range of drinks to base gimmicks off
of, and adding more cocktails to the game which are commonly served in
IRL bars decreases awkward, RP breaking moments where someone orders a
cocktail that's a staple you can find just about anywhere but which
isn't in the game. Additionally, the new liqueurs are commonly used in
many other classic and modern cocktails, which people can use to make
cocktails in future projects.
## Changelog
🆑
add: Added three new liqueurs, with bottles available in the
booze-o-mat.
add: Added 15 new cocktails that use the aforementioned liqueurs.
/🆑
2026-03-26 16:12:33 +11:00
ArcaneMusic 42839c4fc9 The random supply drop event can now contain goodies and will not runtime. (#95416)
## About The Pull Request

This PR tweaks how supply_packs' `generate` and `fill` procs function,
so that they do not default to needing to be spawned with a crate
specifically in order to properly spawn.

What this allows is for the random supply drop event to be able to spawn
in with a non-crate container, such as an empty briefcase.

## Why It's Good For The Game

Ran into the random runtime while I was testing something non-cargo
related, and was considering having a non-crate supply crate for #95393,
but decided against it. Took this as a sign that I should implement it
anyway.

Plus, this will add even more variety to the random supply drop event's
results.
2026-03-25 16:33:33 -05:00
ArcaneMusic 7740768362 [NO GBP] Corrects two issues with goodies and the ordering console. (#95478)
## About The Pull Request

Whoops.

~~I missed some nuance when I made #94483, namely that while I didn't
want players requesting CRATES like guns, grenades, spare SM shards with
their department budgets, the logic also touches goodies and private
orders meaning that players were unable to place goodie orders for
things that they may not have explicit access to do so, which is part of
the reason why you'd be ordering them privately in the first place. It's
cargo responsibility to determine if the player should/not be receiving
that item.~~
I have meditated on the issue, and I realize, nah, this is probably both
a healthier design decision as well as the reason we have things like
the black market in the first place. The core of the PR below however is
however sound.

ALSO, I made a fairly confusing mistake with the TGUI where the goodies
category just... hasn't been visible! That's on me.

## Why It's Good For The Game

Makes cargo goodies viewable. Makes cargo goodies purchasable.

Fixes #94928

🐛 💥 ‼️

## Changelog

🆑
fix: Cargo goodies are now visible in the ordering and request consoles.
/🆑
2026-03-23 15:16:45 -07:00
MrMelbert da64374423 Reverts "Add prosthetic limb" surgery to involve targeting limbs, rather than targeting chest. (Adds stumps) (#95252)
## About The Pull Request

- The `prosthetic replacement` surgical operation has been reverted to
be closer to how it used to work: The operation is done targeting the
limb that's missing

The change was made out of necessity, as surgical state was tied to
limbs - you had to operate on the chest to re-attach limbs because there
was no limb to operate on.

To circumvent that, I have done the unthinkable of adding stumps when
you are dismembered.

- Missing limbs are now represented as an invisible, un-removable,
un-interactable limb.

Making this change was not as difficult as originally anticipated, and
(at least surface level) seems to have broken very little.

Surprisingly little had to change to make this work. 

Direct accesses to `mob.bodyparts` was changed to `mob.get_bodyparts()`
with an optional `include_stumps` argument.
Similarly, `get_bodypart()` had an optional `include_stumps` added. 

This means we ultimately barely needed to change anything, and in fact,
some loops/checks were able to be streamlined.

## Why It's Good For The Game

- As mentioned, this change was out of necessity and was easily the
least intuitive part of the broader changes. Reverting it back to how it
used to work should make it far easier for people to pick up on, and
means we can cut out a bunch of bespoke instruction sets that I had to
include.

- The addition of stumps also adds a ton of future potential - code wise
it allows for stuff like better damage tracking (we can transfer damage
between limb <-> stump rather than limb <-> chest), and feature we can
do "fun" stuff like have stumps bleed on dismemberment that you can
bandage.

## Changelog

🆑 Melbert
del: "Add prosthetic limb" surgical operation has been reverted to be a
bit closer to how it used to work - you operate on the missing limb /
limb stump, rather than on the chest.
refactor: Missing limbs are now represented as limb stumps. In practice
this should change nothing (for now), as no features were rewritten to
make use of these besides surgery. Please report any oddities with
missing limbs, however.
/🆑
2026-03-20 14:32:41 +13:00
Nick 4910e38c5f Changes the access and contents from the shuttle engine crate, and adds a circuitboard/flatpack for it (#95406) 2026-03-17 17:26:48 -04:00
MrMelbert 3a47370861 Adds 1/500 chance for a pizza crate to contain a Romerol pizza (#95368)
## About The Pull Request

There's a 1/500 chance that 1 pizza in a pizza crate will have 6u
Romerol (1u per slice). It otherwise looks like a normal pizza and comes
in a normal box.

## Why It's Good For The Game

Ok to start this probably isn't a good idea. This will only cause
problems.

But between the Nanomachine Pizza, the Bomb Pizza, the Anomalous Pizza,
and the Arnold pizza I have this funny idea in my head of pizza orders
just constantly go wrong in universe.

And the thought is, right, if you eat Romerol... nothing happens.......
immediately.
So the crew orders pizza for a pizza party and goes off on their day,
then 30 minutes later it turns out the entire cargo team has risen from
the dead after being killed in a welder bomb accident.

In the post-mortem they're looking through the leftover slices and they
find trace Romerol.

Maybe that's kinda funny? 

## Changelog

🆑 Melbert
add: Adds a 1/500 chance that the grain used to create a pizza in a
pizza crate was cursed by an evil lich.
/🆑
2026-03-13 14:53:43 -04:00
Gboster-0 cb99136578 Fixes the game trying to give you a bounty for a chemical reaction instead of a drink (#95336)
## About The Pull Request

- Changes 2 chemical reaction datums in the public bounty alcohol list
to the actual drinks

## Why It's Good For The Game

> Changes 2 chemical reaction datums in the public bounty alcohol list
to the actual drinks
- No runtimes trying to read the name of a nameless datum anymore, that
and the bounty working i quess.

## Changelog

🆑
fix: fixed the game trying to make you sell chemical reactions for a
public bounty
/🆑
2026-03-08 16:02:22 +01:00
ArcaneMusic fb58e99934 Admins can add new custom blackmarket listings, and tweaks the "Launch" shipping option. (#95191)
## About The Pull Request

Two main items:

1: Admins can now use the new "Create new Blackmarket Item" verb, which
prompts them about the item, price, quantity, name and description of
the item they'd like to list. If successful, the item will be listed to
the black market, available to purchase by the crew.

Prices can be set very, very high, though I've limited the available
quantity to 100 per listing as a nice middle-ground value. The verb can
be used any number of times, allowing for admins to use the black market
to run events, as such. Of note, this verb will spawn a fresh typepath
of the object listed, so it cannot be used to list var-edited objects
as-is, but it's still quite useful for offering unique or rare items to
the crew based on the needs of the round.


2: This PR does a few tweaks to the "launch" shipping option on the
black market. The text displayed when having an object launched to the
station has been adjusted to reduce some ambiguity on if the item is
potentially deleted when launched. The launch behavior has not been
modified in this way, as the object is still launched at the station
using similar logic as before.

**However**, the item is now launched to the station in a faux-energy
bubble, which destroys itself and empties it's contents when it makes
thrown impact or is opened by hand. In practice, this is only noticeable
if you were outside when the order is launched at the station, or if the
crate makes impact with you. This allows for black market objects that
create spawners to arrive at the station harmlessly, which also
potentially reducing some of the randomness of an object being thrown at
the station, and then leaving the z-level immediately based on the extra
collision involved. Additionally, I've lowered the **shipping cost to
0** of launched items.

Misc:
Did some code cleanup by adding defines for each of the categories of
black market items, and a list-define for every category together.

## Why It's Good For The Game

I've wanted to have the option for admins to be able to list things for
the crew to buy for quite awhile now, without requiring them to barter
by hand or through a reliable means that can't be bypassed by 3
assistants with baseball bats. This offers that option, while also
having some flavor of being offered on the black market, if that's
desirable. Otherwise, it's no impact on the average round as it's
admin-only.

Regarding the launch options, this started as a grammar tweak as I was
talking with Arm on discord and the lack of clarity raised the whole
shipping option to our attention. After confirming that launching things
to the station was NOT, in fact a literal noob trap, just an awful
choice, I started work on the shield-bubble idea in an attempt to see if
I could try and reduce some of the randomness involved with that
shipping option. It already sucks due to the risk of going out into
space, there's no need to make it suck worse by potentially losing any
of the cooler items available on the black market at the same time. So,
price down and a mild consistency up. I also ran into #95183 while I was
testing all of this, so this should fix #95183.

Lastly, code cleanup. Made a few things look 3% nicer.
2026-03-02 16:42:04 -06:00
MrMelbert f1ed88ab46 Autogenerate anomaly core cargo orders (#95242)
## About The Pull Request

Anomaly core cargo orders are auto-generated from subtypes of raw
anomaly core.
This makes it marginally easier to add new anomaly core types.

## Changelog

🆑 Melbert
fix: Weather anomaly cores are orderable from cargo
refactor: Anomaly core cargo orders are auto-generated - report any
oddities with them.
/🆑
2026-02-27 10:21:30 +13:00
Jordan Dominion 87ef004695 Add handheld crew monitors to cargo (#95109)
## About The Pull Request

Adds a crate of 2 handheld crew monitors to cargo. at 1.125X their
station vending machine value. This currently works out to 675cr per
crate.

## Why It's Good For The Game

I joined medical late and the 2 initial vending machine crew monitors
were gone and I was sad. Game not making players sad = good :)

## Changelog

🆑 Dominion
add: Added a 3x handheld crew monitor medical crate to cargo.
add: Added a goodie crate with a handheld crew monitor to cargo.
/🆑

---------

Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
2026-02-22 15:48:15 -05:00
SmArtKar a3498fdcd7 Material Science 1: A bunch of math (#95090) 2026-02-22 16:53:51 +11:00
_0Steven 2ff55b02cd Fixes exporting stock blocks using its own elasticity value separate from the materials exports causing inexplicable stock block sell and elasticity values (#95139)
## About The Pull Request

Tin.
Or, less unhelpfully, this was two issues causes by the same thing:
1. Selling GMM stock blocks was resulting in inexplicably lower results
despite it reporting the material being at 100% elasticity.
2. The GMM was inexplicably showing elasticity resetting or cratering
whenever you sold a stock block for a different material.

Both of these were essentially caused by us using a separate export
datum for stock blocks, which had its own elasticity value independent
of the actual materials it was representing:

https://github.com/tgstation/tgstation/blob/3248f9b4e8bbdeef02ad9482ea80f628f730f10d/code/modules/cargo/exports/materials.dm#L195-L218

But then, how did it reset or especially crater other materials'
elasticity values?
Trick question! It didn't:

https://github.com/tgstation/tgstation/blob/3248f9b4e8bbdeef02ad9482ea80f628f730f10d/code/modules/cargo/exports/materials.dm#L215-L218

https://github.com/tgstation/tgstation/blob/d0e7d3c858d6926f6a4a387b74e140e8ce9f645b/code/modules/cargo/materials_market.dm#L176-L179

In reality, it was setting the material ID for the stock block export at
every sale, causing the GMM to pull its elasticity value for whatever
material was last sold and use *that* because the stock block export
datum is later in the list.

So in this pr we fix it by... merging stock block exports with the
materials exports again.
Honestly, much easier than I expected, because the base materials export
already *has* handling for getting the sheet amount from an item's
custom materials.
So really most of this was making it adjust for the value tracked on the
block, and the rest is... cleanup.

The static list used confused me upon first reading the code, so I added
some more comments. We now also have a cached list per `abstract_type`
under it rather than just the one, because we need a separate one for
market materials but it's still shared between several datums.
We intentionally add `/obj/item/stock_block` when generating the
typecache rather than as a part of the base `export_types`, just so none
of the subtypes need to manually include it (and easily forget it).
We now use `use_shared_exports` instead of requiring all the subtypes
that don't use the cache to re-implement `init_export_types` the exact
same way.
## Why It's Good For The Game

Fixes jank 👍
Fixes #93090.

## Changelog
🆑
fix: Exporting stock blocks no longer uses its own elasticity value
separate from the materials exports, and no longer erroneously shows the
stock block elasticity instead of the material elasticity in the GMM for
the material of the most recently sold stock block.
/🆑
2026-02-20 20:55:04 -05:00
MrMelbert ef28e00690 [MDB Ignore] Refactors gauze, adds Tourniquets (#95041)
## About The Pull Request

1. Refactors gauze

Removes gauze var from `/stack`, adds a shared parent between tape and
gauze.
Behavior of "sticking thing on limb" is now a bit more generic, with
there being a component to facilitate it and a framework on `/bodypart`

Closes #92990

2. Adds Tourniquets

A first aid item, when attached to a limb it reduces blood loss from
that limb by 90%.
However while attached you walk slower (if on a leg), interact slower
(if on a arm), and yes, you rapidly die if you put it on your head

Paramedic belts have their starting equipment changed again for the
500th time.
Surgical tape -> Tourniquet
Bone gel -> Bonesetter

<img width="604" height="224" alt="image"
src="https://github.com/user-attachments/assets/443dd5c0-44a3-4ccb-9f6a-c561bbf2fba9"
/>

## Why It's Good For The Game

Adds some more variety for field treatment of bleeding wounds, and in
the future we can add things like "improvised tourniquets" or
"improvised splints" with wooden planks.

## Changelog

🆑 Melbert
add: Adds Tourniquets. While attached to a limb, reduces blood loss from
that limb by 90%, but makes you walk / interact slower. (Or if you put
it on your head, you die.)
add: You can purchase Tourniquets from the premium section of the
medical vendor
add: Paramedic belt setup has changed yet again: Surgical tape replaced
with Tourniquet, Bone gel replaced with Bonesetter.
add: You can use all forms of tape as splint - like Gauze. Will secure a
fracture but won't stop your blood from exiting.
refactor: Refactored gauze entirely, report any strangeness with it (or
tape, or tourniquets)
/🆑
2026-02-15 08:30:57 +01:00
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts:
#	.github/CODEOWNERS
#	.github/workflows/compile_changelogs.yml
#	.github/workflows/stale.yml
#	SQL/database_changelog.md
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/__DEFINES/atom_hud.dm
#	code/__DEFINES/inventory.dm
#	code/__DEFINES/mobs.dm
#	code/__DEFINES/species_clothing_paths.dm
#	code/__DEFINES/subsystems.dm
#	code/__DEFINES/surgery.dm
#	code/__HELPERS/global_lists.dm
#	code/_globalvars/lists/maintenance_loot.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/minor_mapping.dm
#	code/controllers/subsystem/processing/quirks.dm
#	code/controllers/subsystem/shuttle.dm
#	code/datums/components/palette.dm
#	code/datums/components/surgery_initiator.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/hud.dm
#	code/datums/mood.dm
#	code/datums/mutations/chameleon.dm
#	code/datums/quirks/negative_quirks/nyctophobia.dm
#	code/datums/status_effects/debuffs/debuffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/slime/slime_leech.dm
#	code/datums/weather/weather.dm
#	code/game/data_huds.dm
#	code/game/objects/items.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/frog_statue.dm
#	code/game/objects/items/rcd/RLD.dm
#	code/game/objects/items/robot/items/hypo.dm
#	code/game/objects/items/stacks/medical.dm
#	code/game/objects/items/stacks/wrap.dm
#	code/game/objects/items/storage/garment.dm
#	code/game/objects/items/tools/medical/defib.dm
#	code/game/objects/items/weaponry.dm
#	code/game/objects/items/weaponry/melee/misc.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/curtains.dm
#	code/game/objects/structures/dresser.dm
#	code/game/objects/structures/girders.dm
#	code/game/objects/structures/maintenance.dm
#	code/game/objects/structures/mirror.dm
#	code/modules/admin/greyscale_modify_menu.dm
#	code/modules/admin/verbs/light_debug.dm
#	code/modules/antagonists/ashwalker/ashwalker.dm
#	code/modules/antagonists/heretic/knowledge/starting_lore.dm
#	code/modules/antagonists/ninja/ninjaDrainAct.dm
#	code/modules/art/paintings.dm
#	code/modules/client/preferences.dm
#	code/modules/client/verbs/ooc.dm
#	code/modules/clothing/head/wig.dm
#	code/modules/events/disease_outbreak.dm
#	code/modules/holodeck/holo_effect.dm
#	code/modules/jobs/job_types/head_of_security.dm
#	code/modules/jobs/job_types/security_officer.dm
#	code/modules/library/skill_learning/generic_skillchips/point.dm
#	code/modules/mining/lavaland/ash_flora.dm
#	code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/basic/guardian/guardian.dm
#	code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm
#	code/modules/mob/living/carbon/carbon.dm
#	code/modules/mob/living/carbon/human/human.dm
#	code/modules/mob/living/carbon/human/human_defines.dm
#	code/modules/mob/living/carbon/life.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob/living/living_defines.dm
#	code/modules/mob/mob.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mod/mod_control.dm
#	code/modules/mod/modules/modules_general.dm
#	code/modules/modular_computers/computers/item/computer_ui.dm
#	code/modules/paperwork/paper.dm
#	code/modules/paperwork/paperbin.dm
#	code/modules/power/lighting/light.dm
#	code/modules/projectiles/guns/energy/kinetic_accelerator.dm
#	code/modules/projectiles/projectile.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/food_reagents.dm
#	code/modules/reagents/chemistry/reagents/other_reagents.dm
#	code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm
#	code/modules/research/xenobiology/crossbreeding/_clothing.dm
#	code/modules/research/xenobiology/crossbreeding/prismatic.dm
#	code/modules/surgery/advanced/brainwashing.dm
#	code/modules/surgery/advanced/lobotomy.dm
#	code/modules/surgery/amputation.dm
#	code/modules/surgery/blood_filter.dm
#	code/modules/surgery/bodyparts/_bodyparts.dm
#	code/modules/surgery/brain_surgery.dm
#	code/modules/surgery/cavity_implant.dm
#	code/modules/surgery/coronary_bypass.dm
#	code/modules/surgery/gastrectomy.dm
#	code/modules/surgery/healing.dm
#	code/modules/surgery/limb_augmentation.dm
#	code/modules/surgery/organ_manipulation.dm
#	code/modules/surgery/revival.dm
#	code/modules/surgery/sleeper_protocol.dm
#	code/modules/surgery/surgery_helpers.dm
#	code/modules/surgery/surgery_step.dm
#	code/modules/unit_tests/_unit_tests.dm
#	code/modules/unit_tests/designs.dm
#	code/modules/unit_tests/icon_state_worn.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png
#	code/modules/unit_tests/screenshots/screenshot_husk_body.png
#	code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png
#	icons/map_icons/clothing/head/_head.dmi
#	icons/map_icons/clothing/shoes.dmi
#	icons/map_icons/items/_item.dmi
#	icons/mob/huds/hud.dmi
#	icons/mob/inhands/64x64_lefthand.dmi
#	icons/mob/inhands/64x64_righthand.dmi
#	icons/obj/machines/computer.dmi
#	tgui/packages/tgui/interfaces/OperatingComputer.jsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/types.ts
#	tgui/packages/tgui/interfaces/SurgeryInitiator.tsx
#	tools/icon_cutter/check.py
2026-02-12 23:50:09 -05:00
SmArtKar f58b8511f0 Refactors effect_system (#94999)
## About The Pull Request

This PR refactors ``effect_system``s to be a bit easier to use by
getting rid of ``set_up``, allowing ``attach()`` to be chained into
``start()`` and refactoring most direct system usages in our code to use
helper procs.

``set_up`` was unnecessary and only existed to allow ``New``'s behavior
to be fully overriden, which is not required if we split
sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype
which houses the effect spreading behavior. This allows us to roll all
logic from ``set_up`` into ``New`` and cut down on code complexity.
Chaining setup as ``system.attach(src).start()`` also helps a bit in
case no helper method exists

I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively
allow chemical smoke or foam to be spawned easily without having to
manually create effect datums and reagent holders.

Also turns out we've had some nonfunctional effect systems which either
never set themselves up, or never started, so I fixed those while I was
at it (mostly by moving them to aforementioned helper procs)

## Why It's Good For The Game

Cleaner code, makes it significantly easier for users to work with. Also
most of our effect system usage was copypasta which was passing booleans
as numbers, while perfectly fine helper procs existed in our code.

## Changelog
🆑
refactor: Refactored sparks, foam, smoke, and other miscellaneous effect
systems.
refactor: Vapes now have consistent rigging with cigs using the new
system.
fix: Fixed some effects never working.
/🆑
2026-02-03 22:23:09 -05:00
Leland Kemble 673c5abe73 Fixes reagent & pill & virus bounties never working (#95034)
## About The Pull Request

`..()` is `FALSE`.

## Why It's Good For The Game

fixes #95031 & viruses & pills

## Changelog
🆑

fix: bounties where you must submit reagents or pills or viruses now
work

/🆑
2026-01-31 13:43:10 -08:00
LT3 6c5fa75ecd One-Way Materials Market (#5137)
## About The Pull Request

Re-enables purchase of the GMM, however the GMM can only be used to
purchase materials not sell them.

## Why It's Good For The Game

Let the station buy materials if they're desperate/lowpop. If people
were selling insane amounts of material inflating the budget, just
remove the ability to sell. Don't remove the entire machine.

## Changelog

🆑 LT3
add: Galactic materials market can be used by cargo for purchasing
materials only
/🆑
2026-01-24 14:37:51 -08:00
Bloop 68153c2333 Refactors faction lists to use getters and setters and be cached (#94490) 2026-01-19 04:12:35 +01:00
ArcaneMusic 97f2842684 Cargo can't buy goodies /w the express console & crew can't request weapons bypassing access. (#94483)
## About The Pull Request

These are both bugs and/or oversights with cargo ordering, but I imagine
that fixing them is going to be equally unpopular so I decided to
implement both fixes in the same PR as they're both items that I've
called out before as being unintentional. I can atomized these out if
requested but I don't feel the need to at this second.

* This PR Fixes a longstanding issue where the express cargo console can
be used to purchase goodies via the cargo budget. Part of the balance of
items that are currently sold as goodies are that they must be purchased
privately, as opposed to using the cargo budget. That's why they're also
typically a bit more expensive per-item than their contemporaries like
the single energy gun and the single insulated gloves. Being able that
bypass that mechanic will make it harmful to longterm balance on items
added as cargo goodies as well. This fix was implemented both through a
check on the express console logic for adding items to an order, as well
as by hiding the goodies tab from the express console. For the record,
the express console has code explicitly attempting to prevent you from
ordering items privately, and in the base cargo console, goodie items
can ONLY be purchased privately.

* This PR fixes an oversight in the implementation of departmental order
requests. Namely, if you were to request something with access
restrictions like energy guns, and then request them using your
non-cargo department's funds, it would bypass the crate's regular access
restrictions in order to let you open the crate. Interestingly enough,
the locks would open for the initial delivery, and if locked and
attempted to re-open, it would lock the guns behind their original
intended access. This has been fixed by adding an early return an alert
preventing you from ordering guns if your ID card does not have access
to actually open the crate. This also means that you can still order
guns using departmental funds assuming you have proper access already.
Crew may still request guns ignoring any kind of access restrictions
when requesting directly from cargo, though cargo will need to find a
way to open them, as per usual.

* Agent IDs can bypass ID requirements with the request console and
Emagging the express console bypasses the goodie lock respectively.

## Why It's Good For The Game

Re: Goodies, goodies were intended to be purchased by players
specifically, and being able to bypass that restriction through the
express console has always struck me as a longstanding oversight that
nobody's been bothered to fix for several years.
Fixes #94265.

Re: Departmental crates bypass, We don't want crew using departmental
budget funds to buy heaps of guns without access and without oversight.
This moves the right of refusal back onto cargo UNLESS the crew member
in question has explicit access to guns and the armory in the first
place. As previously stated, behavior is unchanged when requesting guns
from the cargo budget, as is tradition.
Fixes #94266.

## Changelog

🆑
fix: The Express Cargo Console can no longer buy goodie items.
add: The Express Cargo console can bypass the goodie purchasing
protection if Emagged.
fix: Departmental Order requests may no longer bypass access
restrictions, and require access to place the order.
add: Departmental Order may explicitly bypass access restrictions if
placed using an agent ID.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2026-01-16 13:33:27 +13:00
RikuTheKiller c7e4e90004 Adds a new antag, the Blood Worm (#93787)
## 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.
/🆑
2026-01-14 23:30:35 -06:00
SmArtKar 71a232f03b Makes lizard skin and lizardskin items inherit their "donor's" skin color (#94751)
## About The Pull Request

As title says, skin butchered from humans (currently only applies to
lizardskin) now inherits their owner's skin color, and so do items
(lizardskin boots and hats) made from it.

Also this PR gagsifies lizardskin hats and boots for this very reason.

## Why It's Good For The Game

Consistency, when you butcher a purple lizard you should get purple
lizard boots.

## Changelog
🆑
add: Made lizard skin and lizardskin items inherit their "donor's" skin
color
/🆑
2026-01-12 00:29:35 +00:00
Bloop ed78409958 Adds a trailing comma to some lists, cleans up cargo cult static vars (#94770)
## About The Pull Request

Tin, some global lists being kept in memory for no reason when all they
are used for is initially picking a random reagent from a list.

## Changelog

Nothing player-facing, just code janitoring.
2026-01-11 22:50:34 +00:00
MrMelbert b804e1df79 Revamps security bounties (#94545)
## About The Pull Request

<img width="565" height="201" alt="image"
src="https://github.com/user-attachments/assets/f747992c-82d7-4cd2-9d5c-b94b7de37cdd"
/>

<img width="618" height="108" alt="image"
src="https://github.com/user-attachments/assets/8d5c4e25-87ea-4e53-b9e6-e95e26b3e69f"
/>

- N-spect scanners can no longer print reports

- Clown N-spect scanners have been removed as printing reports was their
primary function

- Security no longer get bounties to loot the brig's equipment. The
contraband bounty is still available.

- Patrol bounties have been reworked. 
- A patrol bounty will give you an area and a number of steps that you
must take in an area.
- To complete the bounty, you must walk to the area and take that many
steps. It's that simple.
   - Your ID card will update you as you progress the bounty. 
- You are rewarded more for larger areas, and less for teeny tiny areas.
- Walking back and forth the same two tiles will not count towards
progress.
- When done, all you need to do is go back to the civ console and press
"send". You don't need to add any items to the pad.
- All security officers can get general patrol bounties (service + maint
+ hallways). Departmental officers can get patrol bounties for their
department.
- And yes, it tracks if your *id card* moves. This means you can strap
your ID card to a drone and it'll count. Get creative if you're lazy.

- ID trims how handle bounty generation. This changes very little,
besides allowing certain trims for certain jobs to add specific
bounties.

- There's now setters for bounties and bank accounts. 

- Fix Bountious Bounty trait by having a `get_reward`

## Why It's Good For The Game

Sec bounties to loot a bunch of miscellaneous things from the brig is...
odd. All it does is deprive your team of equipment should you need it.

On the other hand, patrol bounties are really flavorful, but a bit
cumbersome thanks to needing a hand scanner. By integrating the process
of patrolling *into* the officer's ID card, it means you can just grab a
bounty and go about your business.

The idea is that this'll streamline the process of patrolling a bit and
make it more natural and fun (well, as fun as "walking around" can be.
Which is fun to me...)

## Changelog

🆑 Melbert
del: N-spect scanners can no longer print reports. All it does now is
scan for contraband.
del: Clown N-spect scanners have been removed.
del: Security no longer get bounties to loot the brig's equipment.
Though the contraband bounty is still available.
add: Security's patrol bounties have been reworked. Now, they just
require you to walk around an area for a bit. No scanning necessary.
refactor: Adds setters for bounties and bank accounts. Report any
situations where your bank account is not set correctly.
refactor: ID trims now handle bounty generation. Report any situations
where you get a weird pool of bounties.
fix: Bountious Bounties station trait works again
/🆑
2026-01-11 14:20:11 -05:00
Fghj240 d5102b2030 Void stamp integration - the stampening (#94359)
## About The Pull Request

Void stamp added to bureaucracy loot spawners, a new box that contains a
granted, denied, and void stamp found in the lawdrobe, hop locker,
bureaucracy crate, mod stamper module, and the paperwork implant gets a
stamp that can cycle between 3 different ones like the mod stamp.

## Why It's Good For The Game

Finally the void stamp is obtainable

## Changelog

🆑
add: The void stamp is now obtainable
add: The lawdrobe now sells a box of stamps
add: The head of personnel's locker now contains a box of stamps
fix: The mod stamper module is now visible
/🆑

---------

Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
2026-01-08 18:31:15 +00:00
Bloop 83cd43da91 Extends atom_reskin to be more modular/adds support for greyscale reskins in the loadout menu (#94466)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2026-01-05 09:02:23 +00:00
Tad Hardesty 4d7b9be4a2 Fix a variety of grammar errors (#94707)
* Fix uncapitalized sentences, lack of "the", and singular/plural mixup
when inserting items into lathes
* Conform some job descriptions to the pattern used by the majority:
bitrunner, chemist, coroner, janitor, RD, shaft miner
* Remove extra colon from "Open Special Role Information" action buttons
* Uncapitalize "no alerts" / "systems nominal" messages in atmos and
station alert consoles
* Fix incorrect feedback when wrenching down a freezer/heater with its
panel open
* Fix "Thank you for restocking the station!" appearing in the wrong
place in the cargo export summary
* Fix "pizza boxs" on cargo manifests
* Fix mid-sentence capital "The" when:
  * Examining walls with mounted items
  * Inserting parts into machine frames
* Fix "Pete's the udder"
* Fix double-"the" and stringified datum typepath when scooping reagents
* Fix missing spaces in door remote descriptions
* Fix uncapitalized "Nanotrasen" in emergency respone drone ghost role
poll
* Fix double-space in canister opening admin log
* Fix missing "the" when casting bear-form spell
* Fix "auxiliry" in NebulaStation airlocks
* Add `check_grep.sh` rules against "maintainance", "maintainence", and
"maintenence"
* Fix "maintainance" in NebulaStation airlocks, TCG cards, and in
examines of netpod, byteforge, quantum server
* Fix "maintainence" in examines of autolathe, flatpacker, cryo cell,
ore silo, floodlight, power storage unit, turbine, chromatography
machine, ChemMaster, all-in-one grinder, smoke machine, R&D machines,
vending machines
  * Fix "maintenence" in Sulaco ruin terminal
* Add missing periods to:
  * "That's X." examine block header
  * steal objective explanation text
  * atmospheric shield generator examine
  * autolathe examine
  * telescreen examine
  * accidentally stepping on a mousetrap
  * netpod examine
  * byteforge examine
  * hat/mask visor toggling
  * bizza box stack examine
  * ChemMaster 3000 examine
  * floodlight examine
  * power storage unit examine
  * ChemMaster interact messages
  * disposal bin animal eject message
  * techfab examine
  * vending machine examine
  * flatpacker examine
* Fix name capitalization/propriety of:
  * big manipulator
  * DeForest first aid station
  * Christmas tree
  * Thunderdome plaque
  * commission plaque
  * chalkboard coffee menu
  * experimental destructive scanner
  * scanner array
  * prison cube
  * RaptorDex
  * atmospheric shield generator
  * high-performance liquid chromatography machine
  * all-in-one grinder
  * keycard authentication device
* Fix plurality of:
  * fake stairs
  * HUDs
  * restaurant and bar seating
* Fix misc grammar/typos in:
  * recharging station description
  * worm description
  * surgery tray description
  * access failure message of restaurant portal
  * mysterious pillar description
  * Pennywise painting description
  * floodlight examine
  * power storage unit examine
  * flatpacker examine
* Remove extra newline from "Debug Z-Levels" verb
2026-01-03 21:34:59 -07:00
mcbalaam 3799968eb3 feat: new floppy disk sprites; most disks are now under the /item/disk type; adds disk stacking, uqinue styling and wrapping (#94112)
## About The Pull Request

Floppy disks received a sprite upgrade, as well as unique wraps:

<img width="364" height="150" alt="image"
src="https://github.com/user-attachments/assets/0ac433e3-7432-4c06-bec2-aeae00b6852f"
/>

<img width="786" height="527" alt="image"
src="https://github.com/user-attachments/assets/0f36bd0d-0362-4431-8131-49060a2fe348"
/>

You can now stack floppy disks! They also scatter around when thrown.
The video also showcases new styling options with a selection of
stickers! You can also write something on the disk instead of selecting
an icon:


https://github.com/user-attachments/assets/ff0a8542-9d79-4108-ae46-672ca5d620a2

MOST disks now inherit the `/item/disk` type to properly stack and do...
stuff. An updatepaths script included.

## Why It's Good For The Game

Old school is cool. Stacking disks makes them feel more authentic, while
styling allows for more crearivity!

## Changelog

🆑
add: New unique wraps for floppy disks
qol: Floppy disks can now be stacked
image: New sprites and stickers for floppy disks
map: Added and ran an updatepaths script
refactor: Most disks are now under the base disk item type
/🆑

---------

Co-authored-by: The-Tyrant <tyrantofgaming@gmail.com>
2026-01-04 08:52:18 +13:00
Bloop 53ed83bb9d Makes some more lists lazy (#94388)
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-12-28 19:57:42 +01:00
nevimer 6e9f2ccfc0 Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts:
#	.github/workflows/compile_all_maps.yml
#	.github/workflows/run_integration_tests.yml
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/_onclick/hud/credits.dm
#	code/controllers/subsystem/networks/id_access.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/game/machinery/doors/door.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/antagonists/malf_ai/malf_ai_modules.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/loadout/categories/accessories.dm
#	code/modules/loadout/loadout_helpers.dm
#	code/modules/loadout/loadout_items.dm
#	code/modules/loadout/loadout_preference.dm
#	code/modules/mob/living/silicon/robot/robot_defense.dm
#	code/modules/mod/mod_theme.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/reagents/reagent_containers/cups/drinks.dm
#	code/modules/shuttle/mobile_port/variants/supply.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -05:00
FalloutFalcon d25c6201f4 Standerdizing currency symbols Part 2 (#94259)
## About The Pull Request
Converts almost all non-constant, non-tgui usages of all variantions of
"credit" and "cr"

Everything seems in order, tested most the currencies.
<img width="905" height="119" alt="image"
src="https://github.com/user-attachments/assets/3fa005a7-a114-426c-9646-b81f68bc2dec"
/>
<img width="255" height="128" alt="image"
src="https://github.com/user-attachments/assets/14c83b54-4fd9-4bee-838f-5b1c03939d9a"
/>


## Why It's Good For The Game
Same justification as https://github.com/tgstation/tgstation/pull/94128
Just easier to mantain/adjust the grammer/names of our money
## Changelog
🆑
spellcheck: minor cleanup on some usecases of "credits"
/🆑
2025-12-13 21:00:19 -05:00
Hatterhat 3fd1a2008f Laser Gun Update: Second Pass to Fix Lore and Tweak Grammar (#94438)
## About The Pull Request
Touches up laser guns' lore a bit and makes them actually add an
examine_lore component for every non-base laser gun, because the
component wasn't being added due to a return for every non-basic laser
type.

Adjusts the laser guns so they're all Type [number]/[variant], so the
previous `Type 5C laser pistol` is now the `Type 5/C laser pistol`, the
`Type 5R laser carbine` is now the `Type 5/R laser carbine`, the `Type
5A laser assault rifle` is now the `Type 5/A laser assault rifle`, as to
denote a more obvious separation between the base iteration/version and
the variant appending.

## Why It's Good For The Game

The lore wasn't being added because of the component add being beyond
the slapcrafting component check. The clear slash between base version
and variant looks a little nicer to me. Lore grammar tweaks feel like
they read a little better to me? The latter two are subjective.

## Changelog

🆑
fix: Non-base laser guns now attach their lore properly.
spellcheck: Adjusted the names on the laser guns to have a slash between
the numeric type/version and the variant... abbreviation? Letter? One of
the two.
spellcheck: Fixed some typos and adjusted the now-visible lore on the
laser guns to read a little nicer, theoretically. Whether the grammar
tweaks improved anything or not is subjective.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2025-12-13 17:50:43 +11:00