## About The Pull Request
My antagonists are many. My equals are none. In the shade of tendrils,
they said Lavaland could never be conquered. In the land of wizards and
operatives, they said Space could never be humbled. In the realm of
wolves and snow, they said Icebox could never be tamed. Now they say
nothing. They fear me; like a force of nature, a dealer in thunder and
death. I say, “I am the Captain.” I am emperor.
## Why It's Good For The Game
<img width="292" height="152" alt="image"
src="https://github.com/user-attachments/assets/eb4dc06a-1ce6-4244-a067-ead41b5735e0"
/>
<img width="1395" height="632" alt="image"
src="https://github.com/user-attachments/assets/a21c4a22-3bfc-4023-ab59-5a1cad57ba52"
/>
We have pirates in 17-19th Century gear. The HoS has a Shako from the
19th Century. Let the King of Kings get in on that action.
## Changelog
🆑 theselfish, INFRARED_BARON
add: The Captain now has a Bicorne, and matching attire...
/🆑
## 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.
/🆑
## About The Pull Request
Adds the sweater vest as an accessory in the autodrobe and loadout menu.
## Why It's Good For The Game
An alternative to the waistcoat.
<img width="704" height="82" alt="Screenshot 2026-04-07 140058"
src="https://github.com/user-attachments/assets/3ca13953-3866-4f35-9cb6-87e8c75348a8"
/>
## Changelog
🆑 Macaroni
add: Added the sweater vest
/🆑
## About The Pull Request
Removes Object tab, which didn't work as it required a whole reload of
your verbs to update to what verbs would show up in it (which is very
hard to actually trigger as a player), but leaves the verbs that had
them show in the dropdown menu.
Removes the Point-To and Examine verbs from the Stat panel, now it's
commandbar only. Originally only did Point-To, but because the stat
panel sorts itself by the category of the item, then the order of the
name, I had to remove Examine's category so it would remain sorted the
same.
bruuuuuh
<img width="1259" height="985" alt="image"
src="https://github.com/user-attachments/assets/ea89db24-fafd-41d6-939e-4dbc7bbf3828"
/>
<img width="309" height="244" alt="image"
src="https://github.com/user-attachments/assets/3b8d9c52-056b-44ce-8ee8-051439a2fa51"
/>
Removes Server tab for players (not Admins) by moving Show Map Vote
Tallies to the OOC tab, as that was the only verb there.
Activate Held Object has been moved to IC since it's a roundstart verb,
I thought I should leave it be (do we have numbers on how many people
use these? Why would someone use the verb over clicking on the item
in-game or Z? Should I remove this too?).
Admin's Object Possession verbs are now in Admin Fun instead of Object.
Player stat panel
<img width="299" height="194" alt="image"
src="https://github.com/user-attachments/assets/8a3c9ad0-514a-44c5-b023-f71e57de4758"
/>
Admin stat panel
<img width="581" height="224" alt="image"
src="https://github.com/user-attachments/assets/7232485f-af41-469e-abfd-fce066816eec"
/>
<img width="624" height="297" alt="image"
src="https://github.com/user-attachments/assets/6eb540be-4912-44f6-be36-5fe3a74b7f19"
/>
## Why It's Good For The Game
We have 2 tabs that exists for a total of 3 procs, 2 of them fit
elsewhere and the last one doesn't work at all. Most verbs here don't
show up in the stat panel at all for the vast majority of players due to
the stat panel not actually loading them in when it's available, which
to me shows that it's a feature that isn't really cared about anyways.
It also helps newer players because there's less tabs to navigate and
less verbs to sift through, we have a ton of verbs that basically don't
need to exist and they only exist to make looking for the important
verbs a larger hassle.
## Changelog
🆑
del: Deleted Object tab, and Server tab for players. Activate Held
Object verb is now in the IC tab. Examine and Point To was removed from
the stat panel.
admin: Object possession verbs have been moved to Admin Fun.
/🆑
## About The Pull Request
``examine()`` merely returns the list of strings to display to the user,
``examinate()`` is the proc that actually displays them to the mob
## Changelog
🆑
fix: Fixes press badges and other miscellaneous objects failing to make
the user examine them.
/🆑
## 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.
/🆑
## About The Pull Request
If you have a snout (and it isn't already handled elsewhere by your
species), masks will now be pushed 1 whole pixel up and away from you
when facing left or right.
Examples (TOP IS OLD, BOTTOM IS NEW)
(did you know the welding visor has the lizard's snout sticking out the
front)?
<img width="441" height="357" alt="image"
src="https://github.com/user-attachments/assets/5d703afc-2541-4789-956c-f27dc3fdcf31"
/>
I also tried moving it up one tile too, but it didn't look as nice. (To
be clear, these are not the ones being used, the above screenshot is)
(once again top row is old, bottom row is new)
<img width="1443" height="493" alt="image"
src="https://github.com/user-attachments/assets/c7193237-39fb-466b-9dcd-f5db2a646628"
/>
<img width="1138" height="490" alt="image"
src="https://github.com/user-attachments/assets/398154df-3e56-4f59-b350-24a9c9ea04a1"
/>
## Why It's Good For The Game
I think this makes masks fit snouted faces a little bit better?
Currently they sorta clip into the face which is a little bad imo.
## Changelog
🆑
add: Masks now fit snouted species a little bit better, maybe.
/🆑
## About The Pull Request
Updates subdermal implants so that they have `implant_info` and
`implant_lore` variables instead of one unchanging `get_info()`. Also
rewrites/updates/tweaks/etc. lore for every implant that had get_info()
blocks.
Makes beacon implants (the ones you teleport onto) turn off (hide
themselves on prisoner management consoles) after ten minutes, matching
the tracking implant's functionality.
Deathrattle implants are now `allow_multiple = TRUE`, so you can have
multiple deathrattles implanted.
Reworked the implant pad's UI to have collapsible sections for implant
info, implant lore, and also have buttons for configuring deathrattle
implants.
Adds a box of expeditionary deathrattle implants to the mining vendor.
For 900 points (585 points if delivered), you receive a box containing 5
expeditionary deathrattle implants, which **ONLY ALERT TO DEATHS IN
MINING WASTELAND AREAS (e.g. not ruins, not space, not station) (this is
important)**, an implanter, and an implant pad.
The intended workflow is that you initialize one deathrattle implant,
use that network for all the other deathrattles, and implant yourself,
your mining buddies, your QM, and a paramedic, maybe. However since they
start unset you could theoretically make one really big deathrattle
network. Good luck getting people to volunteer for implanting, though,
and as above, it only really works if you die outside of the station.
Also, repaths kheiral cuffs to be accessories, so you can attach them to
uniforms. They're still functional as suit sensor extenders and GPSes
(when off-station).
<details><summary>Screenshots</summary>
<img width="469" height="91" alt="image"
src="https://github.com/user-attachments/assets/2c88b151-e5ab-415a-8c41-0f166f439315"
/><br>
<img width="300" height="350" alt="image"
src="https://github.com/user-attachments/assets/0764983a-1160-48ab-aa6a-d1aaf08a682e"
/><br>
<img width="300" height="350" alt="image"
src="https://github.com/user-attachments/assets/98e84368-300b-453a-89a4-d922c80628e8"
/>
</details>
## Why It's Good For The Game
Deathrattle implants are cool. Being able to know that your coworker
exploded, after a non-negligible amount of setup and wrangling your
fellow spaceman to let you implant them, is probably a good thing.
Introduces a cooperative avenue of "Wait, my coworker just died" instead
of "Hey, they haven't yelled something on comms, did they roll antag?
(No. They died.)"
Kheiral cuffs being uniform attachments is because having to sacrifice
glove slot for them annoyed me a lot.
## Changelog
🆑
add: Nanotrasen has begun rolling out (unconfigured) expeditionary
deathrattle implant kits for their mining teams for 900 points (585
points, if manually delivered). These only alert for deaths on raw
mining wasteland, and will not work in space, ruins, or on-station.
balance: Kheiral cuffs can now be attached to uniforms as accessories.
They retain their suit sensor extension/GPS functionality (still only
when off station Z-levels, though).
fix: Beacon implants now turn off (hide themselves on prisoner
management consoles) after ten minutes, matching the tracking implant's
functionality.
qol: Made the implant pad UI a little nicer to look at, with dropdowns
and demarcated sections.
code: Implants now have separated "immediately useful" information and
"extended lore tidbits" information as variables instead of one
unchangeable get_info() block.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
adds sagging, casual way of wearing pants and expressing your rebellious
nature
the only visual i've got
https://github.com/user-attachments/assets/1aad23e5-cc35-49ef-a7b3-31ff842048c5
## Why It's Good For The Game
mmmmm yes yes space station 13 is roleplay game indeed so it is just
mmmmnatural to give players more ways of mmmmm expressing themself and
their mmmculture 🧐🧐🧐🧐🧐☕☕☕
## Changelog
🆑
add: Added casual way of wearing jeans and different pants.
/🆑
## About The Pull Request
`adjust_fishing_difficulty` is a good one to make into a bespoke element
since a number of the same clothing item are created in the wardrobe
system.
climb_walkable is also good due to how prevalent it is, and it is a bit
of a two for one since it also removes the need for the
`/component/connect_loc_behalf`
Also stops adding the on_climbable trait to literally everything in the
turf, it now only applies it to atoms with density. So no more pipes and
stuff getting trait lists created for no reason.
<details><summary> Tested + things still work as before </summary>
<img width="422" height="122" alt="image"
src="https://github.com/user-attachments/assets/b23696f5-cd16-4150-aeb3-14ea6bd256fc"
/>
</details>
## Why It's Good For The Game
Lessens overhead, fixes a bug as well.
## Changelog
🆑
fix: fixes a pushed crate not removing on_climbable trait properly off
the mob standing atop it
/🆑
## About The Pull Request
Fixes that a mob's state in the suit sensor list could be disconnected
from the state of their worn suit sensors, because unequipped suits were
considered during sensor updates
(eg pick up a suit, turn on its sensors while its in your hand, drop it,
get added to GLOB.suit_sensors_list even if your worn sensors are
disabled)
Also adds logging for toggling the suit sensors of a corpse, because
logging is good and that can be important information
## Why It's Good For The Game
Fix log bug good
## Changelog
🆑
admin: Changing suit sensors from the strip menu is now logged
fix: Fixed a case where your suit sensor status could be desynced from
what your suit sensors appear to be set to
/🆑
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.
## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.
Currently a WIP as I slowly deal with the unit test reports.
## Changelog
🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
## About The Pull Request
Closes#93635
`unique_reskin` is no longer a list on `/item`, now `/datum/atom_skin`
The actual reskinning behavior has been moved out to
`/datum/component/reskinable_item`
PKC reskinning is now handled via alt-click reskin, rather than via the
retooling kit. The retooling kit has been removed.
There's no limit on how many times you can reskin your PKC (though
perhaps we limit it to one reskin and keep the retooling kit as a way to
allow a miner to reskin it a second time?)
The Ashen Skull unique reskin is still a trophy, and instead unlocks its
unique reskin option in the alt-click radial.
## Why It's Good For The Game
I'm unsure why the retooling kit exists on its own, when it's relatively
cheap and just performs the behavior of alt-click reskinning.
So to keep it consistent with all other forms of reskinning I've just
made it baseline. To accomplish that I refactored reskinning.
The new form of reskinning allows for greater potential in adding
reskins, allowing far more than just an icon state change. Also we can
put it on turfs and mobs and structures now which is cool I guess
There's also the added benefit of being able to see an item's reskins
without needing to instantiate it, which the loadout menu uses to great
effect.
## Changelog
🆑 Melbert
refactor: Refactored item reskinning (the alt-click way), report any
oddities with that
del: Deleted the crusher retool kit, now you can just reskin your
crusher with alt-click. The Skull skin is still locked behind having the
Ashen Skull trophy applied.
fix: Stunswords no longer have an incorrect lore blurb
fix: Fixed loadout item reskinning's UI
/🆑
## About The Pull Request
Repaths the green captain suit and its skirt version to be costumes
instead of real captain clothing, as this is in line with how they're
used and makes them not have the armour of real captain clothing.
Deleted an unused identical copy of the same suit.
Fixes#93972
## Why It's Good For The Game
These are costumes and it's inconsistent for them to have armour values.
## Changelog
🆑
fix: The captain suit costume (green suit) no longer has the same armour
as real captain outfits.
/🆑
## About The Pull Request
title
## Why It's Good For The Game
Envirosuits get damaged easily, 1 shredded limb means whole body on
fire.
It is a feedback loop that will result in more damage to the victim and
their gear, life-supporting & the suit itself included.
It is hard to notice by others & needs to be held/worn for fixing.
<img width="127" height="78" alt="image"
src="https://github.com/user-attachments/assets/6645a6c8-27aa-48f2-a1e4-1696b1359f01"
/>
## Changelog
🆑
balance: Plasmamen not catching in fire anymore from the slightest wind
blow on their envirosuits.
/🆑
## About The Pull Request
Reworks Sleeping Carp significantly.
### Returning Moves: Stomach Knee and Wrist Wrench
Stomach Knee, much like the previous incarnation, causes the victim to
be winded and stunned, though this version only briefly stuns the
victim. It also deals stamina damage and silences the victim for five
seconds. It is performed by a Grab Punch combo. Named Kraken Wrack.
Wrist Wrench, much like the previous incarnation, disarms the victim of
their held items. It also potentially dislocates or breaks their arm, as
it rolls with a very high wound chance. It is performed by a Harm Grab
combo. Stole Gnashing Teeth's name.
### Gnashing Teeth (as it was) is gone
This move didn't do very much at all other than being a harmful punch
with more damage. Throwing a bunch of normal punches won't result in
anything now.
### Harm Punches are no longer have special overrides, but Sleeping Carp
does grant perfect accuracy.
Rather than use a bespoke override, Sleeping Carp now merely uses your
normal unarmed punch for its standard normal punch. However, rather than
leave things to chance, Sleeping Carp grants you perfect accuracy with
those standard punches.
### Grabs are treated as one stage higher
Now that martial arts can directly interact with grab state, as well as
some prior changes to how effective compared to actual grab state is
determined, I've reintroduced Sleeping Carp's stickier grabbing by
making it so that they elevate the effective grab state by one stage.
This is not instant aggro-grabbing like they used to have. This just
makes it so that if they try to resist out of a passive grab, they may
fail as though it was an aggressive grab, but it won't stun them until
it is elevated to a proper aggressive grab.
### What you wear is important for determining the effectiveness of your
Attack Dodging (and attack dodging is broader)
Sleeping Carp's projectile dodging and now attack dodging is based on
whether or not you're 'on theme'. That is, if you are wearing nautical
themed clothing and other factors.
At a baseline, Sleeping Carp has perfect projectile dodging and no
melee/unarmed avoidance.
To improve your chances, you need to;
- Wear martial arts or carp themed clothing on your head. (20% if one is
present, but it only counts one)
- Wear martial arts or carp themed clothing on your chest (20% if one is
present, but only counts one)
- Wear appropriate footwear, like sandals. (20%)
- Be a literal carp. (75% flat)
- Mutate yourself into a carp person. (20%)
However, your chances of avoidance diminishes if:
- You wear armored clothing on your head and chest. (based on Melee
armor)
- While lying on the floor (30%)
Holding objects diminishes your chances as well, This is based on the
weight of the object, and whether or not the object is wielded. Normal
sized objects, for instance, are -30%, and would be -60% if wielded.
It will not diminish your chances if:
- The object is Small or smaller.
- The object is an abstract object or hand grafted object and it doesn't
have block chance.
- The object is in the exceptions list.
- **The exception list is as follows:**
- Nunchaku (this is spies exclusive)
- Bo Staff (the unobtainable one)
- Monk's Staff (the chaplain's null rod)
- Bamboo staff
- Cane (like, walking cane)
- Knives
- Bolas
- Toolboxes
- Spears
- Shortswords (the ones from the medieval pirates)
- Nullblade (it's a shortsword)
- Extendohands (because lol)
- Mops
- Push Brooms
- Baseball Bats
- Claw Hammers
- Carp plushies.
<details>
<summary>A list of appropriate clothing</summary>
Headwear
- Strange Bandana (which come in the kit)
- Maid headband
- Fancy Hairpin
- Carp Mask
- Carp-skinned Fedora
- Carp Costume Hood (this comes with the costume)
- Carp Costume Spacesuit Helmet (as above)
Chestwear
- Martial Gi (which come in the kit)
- Carpskin Suit
- Carp Costume
- Carp Spacesuit
- Maid Outfit
- Kimono
- Yakuta
- Trenchcoats
- Geisha Outfit
- [Swag Outfit](https://www.youtube.com/watch?v=l6DmoPlq3S4)
- Eastern Monk's Outfit (the chaplain outfit)
- Buttoned down line of clothes
- Blazer jacket
- Lawyer jackets
Footwear
- Sandals (which come in the kit)
- Swag Shoes
- Laceup Shoes
</details>
As an example of being OFF theme, being in a full security outfit would
reduce your avoidance chance by a whopping 80%.
You avoid attacks while in combat mode, much like projectile deflection
does on live. You can only get up to a 75% chance melee/unarmed
avoidance.
## Why It's Good For The Game
> Returning Moves
People quite liked some of the older moves, and there weren't as many
dials around at the time to make them particularly more interesting when
I first removed them. We were aiming for an out and out stun removal as
a whole codebase, but largely we're ended up still being comfortable
with minor stuns here and there. Stomach Knee can be one of them.
Wrist Wrench was something I realized I could reintroduce with literal
limb breaking thanks to wound changes. Arm dislocations/breakages are
surprisingly rare as a wound type, and since it is an attack on a
specific arm, not quite as good for bringing someone to death, but quite
good for leaving someone with a maiming wound they now need to fix to
keep pursuing you. Highly useful for those stubborn stun immune targets,
who Sleeping Carp struggles to fight. As in, they can't really fight
them.
> Grab Stage
A bit of my work and a bit of Melbert's has resulted in this being a lot
more reasonable to reintroduce as a benefit. The original instant
aggro-grabbing was definitely very oppressive, since it was a
pseudo-hardstun that lead into a hardstun. Now this is a bit softer by
comparison, and surprisingly quite important. I think the loss of good
grabbing ended up filtering a lot of folk somewhat hard.
> Removal of the override
I was really taken with Spider Bite using baseline punches as the
groundwork for the martial art and I wanted to work into that. Not only
does it mean becoming a carp person is actually a great idea beyond the
avoidance mechanic, but also for your actual basic punches improving. It
just in general feels like it opens up possibilities in the game world
to experiment and the design of martial arts in general. We should make
more martial arts work like this.
> Avoidance
My original rework had one glaring flaw that continues to haunt it to
this day. Defense stacking on Sleeping Carp is ridiculous. Layering
defense upon defense makes the one particular immunity it grants,
projectile immunity, all the more oppressive. Hiding behind high block
and high armor makes you a menace.
The end result is that more people utilize Sleeping Carp not for the
martial art part, but for the projectile immunity part, usually using
something else instead like a baton.
This rubs me the wrong way. You would think and hope that the reason
people take the martial art is to be a goofy martial artist in space.
So, I'm implementing an idea I knew I could never pull off in the
framework at the time.
I'm implementing Unarmored Defense, bitch.
(I was totally also not inspired by Payday 2 in any fashion, nope, not
at all)
I like the idea of forcing a choice between the goofy outfit that gives
you bonuses over just getting the biggest armor you can find and
turtling like a motherfucker. And I want people to focus on the martial
arts and benefit from the martial arts when you're specifically unarmed.
Maybe right now some of the restrictions are a little severe, so if
anyone has any opinions, lemme know.
## Changelog
🆑
balance: Completely reworks Sleeping Carp, again.
balance: The return of Stomach Knee (Kraken Wrack) and Wrist Wrench
(Gnashing Teeth). Time is a flat circle.
balance: Sleeping Carp has better grabs (no instant aggro grabs)
balance: Sleeping Carp integrates normal unarmed punch by not overriding
your normal punches.
balance: Sleeping Carp's deflection weakens if you wear armored headwear
and body armor, or while carrying objects. However, by wearing martial
arts (or carp) themed outfits, you can improve your defenses instead,
allowing you to not just dodge bullets, but also incoming melee attacks.
balance: Some objects are exempt, like staff weapons (such as mops or
the monk's staff), short blades (like knives and shortswords), club-like
(baseball bats and toolboxes), or thematic (like extendo hands and carp
plushies)
balance: You can also get these improvements by being a literal carp or
being a carp person.
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
## About The Pull Request
So basically, the description of the scientist jumpsuit/jumpskirt says
that it provides minor protection against explosives. This is actually a
complete lie because it doesn't do that. Instead, the scientist _winter
jacket_ has a minor protection against explosives. Why? I have no idea,
it's probably a bug.
This pr swaps out the bomb 1 and fire 2 on the winter jacket for bio 1
and fire 2, because every other winter jacket (that I know of) has at
least bio 1, and adds the bomb 1 to the scientist jumpsuit and
jumpskirt. Also, the jumpsuit and jumpskirt went from bio 5 to bio 4,
for game balance reasons I guess. If they're better off staying at bio 5
I can change that.
## Why It's Good For The Game
Bugfix... I think? Consistency improvement at the very least.
## Changelog
🆑
fix: Scientist jumpsuits have minor bomb protection and less biohazard
protection
fix: Scientist winter jackets no longer have bomb protection
/🆑
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request
Gives the yukatas and kimonos a female sprite flag to fix missing
pixels.
## Why It's Good For The Game
dress broke me fix unga
## Changelog
🆑
fix: Females wearing either a yukata or kimono no longer have holes in
their clothes.
/🆑
## About The Pull Request
Converts the following:
- Medical Kiosk
- Implant case
- Flamethrower
- Chemical implant case
- Pappercutter
Also I've looked at some alt click procs and adjusted some of their
returns
## About The Pull Request
I don't think I need to explain anything
## Changelog
🆑 Melbert
fix: Equipping clothes adds you to suit sensors correctly if your
clothes are unlaundered
/🆑
## About The Pull Request
Title.
## Why It's Good For The Game
Words should be spelt right.
## Changelog
🆑
spellcheck: You can no longer 'ajdust' your sensors. Adjusting hasn't
changed, though.
/🆑
## About The Pull Request
Right now, only the first accessory is shown. Layering aside, that isn't
a good thing and I don't see a reason why it should be this way. This PR
also updates the code for the creation of worn overlays a little.
## Why It's Good For The Game
I don't have the time to code offsets for worn icons for medals,
otherwise I would for the funny gimmicks, but for now this is a small
step toward a world where all accessories are rightfully displayed.
## Changelog
🆑
qol: Accessories other than the first are now displayed on worn
clothing.
/🆑
## 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
Just because an accessory has `above_suit` set to `TRUE` does not mean
the suit has an `accessory_overlay`.
You wouldn't wanna add a null to the overlays list to return here so
make sure we actually have one first.
(It turns out, it is actually silently doing this every time you first
attach or remove an accessory-when an accessory is added, it calls
`successful_attach()` which ends up calling `update_clothing()` which
calls `worn_overlays()`--all _before_ creating the `accessory_overlay`
-- which results in a `null` in the returned list of `worn_overlays()`)
Shifts the ordering around so that this race condition no longer occurs.
## About The Pull Request
Converts as many time vars expressed in deciseconds as I could find to
use time defines.
## Why It's Good For The Game
Makes these values neater and more readable.
## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
# Conflicts:
# code/modules/clothing/head/hat.dm
# code/modules/clothing/shoes/boots.dm
# code/modules/clothing/suits/utility.dm
## About The Pull Request
Converts as many time vars expressed in deciseconds as I could find to
use time defines.
## Why It's Good For The Game
Makes these values neater and more readable.
## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
## About The Pull Request
Re adds the NO_NEW_ICON flag that got removed on accident.
## Why It's Good For The Game
Maid outfit magically summons pants onto your deliciously digitigrade
legs now and its not supposed to do that, also things working properly
is good.
## Changelog
🆑
fix: The maid costume will no longer summon interdimensional pants onto
your digitigrade legs.
/🆑
## About The Pull Request
Re adds the NO_NEW_ICON flag that got removed on accident.
## Why It's Good For The Game
Maid outfit magically summons pants onto your deliciously digitigrade
legs now and its not supposed to do that, also things working properly
is good.
## Changelog
🆑
fix: The maid costume will no longer summon interdimensional pants onto
your digitigrade legs.
/🆑