## About The Pull Request
Adds a new chemical: Carnivorous Blood. This chemical is acquirable via
traitor uplinks, at the cost of 3 telecrystals for a 30 unit bottle.
This chemical's purpose is to eat blood. When it enters its victim's
bloodstream, it begins consuming their blood at a base rate of 2 units
per second, consuming itself at a rate of 0.3 units per second. This
means that a dose of 15 units of it will consume roughly 14% of its
victim's bloodstream over the course of roughly a minute. That isn't
anything to call home over, obviously. This is because you are supposed
to pair it first.
To pair it, you acquire a blood sample from your chosen victim, in any
form that retains their intact DNA. You mix this with the carnivorous
blood, and the blood is now three times as effective inside that
specific person(or anyone sharing their DNA). The paired version,
assuming a dose of a full 15 units that is allowed to fully metabolize,
will take the paired victim's blood down to roughly 55% over the course
of roughly a minute(assuming nothing is impairing or improving the
person's natural blood regeneration). This is just slightly less than is
required to knock out a victim from just blood loss, but is certainly
enough to significantly impair them.
(Up to three sets of DNA can be paired with a single set of carnivorous
blood. It cannot be de-paired in any useful way.)
Additionally, the chemical is twice as effective in the dead, allowing
one fifteen unit dose to fully drain a paired person of their blood.
The chemical can be duplicated using protein.
As a necessity in order to let the thing be used how I want it to be
used, this also makes it so that blood taken off the ground out of
bloodstains has DNA(unique enzymes) in with it. As it'd be absurd to
track how much of each specific DNA was in each specific bloodstain for
just this purpose, and because blood(the reagent) can only have one set
of DNA within it, it's been made such that the DNA you get from blood
taken from bloodstains is a random pick of the DNA present within the
bloodstain. If you don't get pure blood, you might not get what you
want.
## Why It's Good For The Game
A reasonably powerful traitor item that requires not just preparation on
your part, but INVOLVED preparation. The chemical itself is fairly
cheap(and could probably be cheaper but I'm being safe), but to get your
benefit you have to actually involve yourself with your target. Hurt
them a little bit, telegraphing yourself, or lurk around them until a
carp bites them and they leave their blood on the floor. Get them in a
rage cage, run a blood drive, whatever. There's a lot of ways to get
someone's blood, but all of them require active involvement, and I think
that that, on its own, will lead to interesting situations.
Also, side benefit that isn't really material but is worth mentioning
anyway, finding a body with no blood is currently absolute 100% no holds
barred completely airtight proof of bloodworms unless some psychopath
manually took a million years to slowly drain their blood manually. As
one dose completely drains a dead person, this provides an alternate
theory and reasonable means of faking.
Balance-wise, I say this every feature PR I make, but I don't think this
will be a problem. The chemical basically necessitates putting yourself
at risk in order to set it up, and is not a one-hit-kill. That is more
than can be said for several other crew-obtainable chemicals, BUT the
benefit of this chemical is that it takes a very long time to recover
from naturally. If someone succeeds the lexorin knowledge check and
survives, the oxygen damage goes away in a flash. Losing half your blood
takes an extremely long time to recover from naturally(and specific
items to recover from quickly), and leaves you quite vulnerable in the
meantime.
## Changelog
🆑
add: Added a new traitor item, Carnivorous Blood. It is purchasable in
uplinks. Carnivorous Blood is a reagent that eats away at a victim's
blood once in their bloodstream, doing so significantly faster if it has
been mixed with the victim's blood beforehand.
/🆑
## About The Pull Request
This is a port/revival of Kapu's
https://github.com/DaedalusDock/daedalusdock/pull/883
By god, please TM this for a while, as HUDs are rather volatile and I
might've missed something (also the original PR had harddel issues, so
we should probably be on the lookout for those)
Instead of being stored in a metric ton of separate variables, all HUD
elements are now kept in a ``key -> element`` assoc list, and separate
category lists have been turned into a single ``group_key -> list of
elements`` assoc list for easier management.
This massively simplifies HUD creation and management, and allows us to
sanely dynamically modify HUDs without having to keep track of our
elements ourselves (harddel fuel)
I've also noticed that plasma vessels had... interesting, to say the
least, way of managing their HUD and in humans were unable to display
it, which I've changed (the element itself is displayed below stamina in
non-aliens, as latter occupies the spot where you'd normally see it)
Also fixes a bunch of minor unlikely to occur issues with HUD not
updating when it should've sometimes.
## Why It's Good For The Game
The two most important results of this is that A) we can fix the issue
with items larger than 32x32 not displaying properly in inventories (in
a separate PR) and B) this paves the way for datumized inventory slots,
although that is a separate nightmare
Some of this code is also actually over a decade old, and is an absolute
nightmare to work with.
## Changelog
🆑
qol: Non-aliens with an implanted plasma vessel now see their plasma
level in their HUD instead of just the stat panel
refactor: Refactored the entirety of HUD management code, report if
anything breaks!
/🆑
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
## 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

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.
/🆑
## About The Pull Request
`/datum/element/foodlike_drink` was not updated in the reagent
refactors, still called `attack` directly. Rather than patch it I
figured it was better to just integrate it into `/cup`, to make less
jank in general.
## Changelog
🆑 Melbert
fix: Drinking soup will loop until it's empty or you cancel it (as it
used to)
/🆑
## About The Pull Request
``get_temperature()`` returns a value in kelvins, not a boolean. Trying
to treat it as such will result in ***any*** item with a thermal value,
like condensers, being treated as a lighter.
## Why It's Good For The Game
Consistency, allows us to have actually functioning cooling items that
don't act like lighters all the time.
## Changelog
🆑
fix: Condensers can no longer be used to ignite things
/🆑
## About The Pull Request
Anacea purges medicines and prevents multiver from working. Incredibly
good with any kind of poison
## Why It's Good For The Game
The 6 TC poison kit should have the chemical that makes every poison
much much stronger over something that's barely even a poison
## Changelog
🆑
balance: Replaced formaldehyde with anacea in traitor poison kits
/🆑
## 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)
/🆑
## About The Pull Request
Adds lemon juice box to the game
## Why It's Good For The Game
Lemon juice box joins the orange juice box and lime juice box gang
<img width="320" height="320" alt="lemonboxdisplay"
src="https://github.com/user-attachments/assets/daae0355-10c5-43bf-ae3c-08855d80e0f1"
/>
## Changelog
🆑
add: Added lemon juice box
/🆑
## About The Pull Request
This PR sort-of brings back old IEDs, albeit much more freeform compared
to their previous iteration. Using #94861's ``spark_act`` interactions
they can now be made by filling up a soda can with a variety of
chemicals (welding fuel being the easiest to obtain), dunking in a piece
of wire, taping it up (optional, required if using welding fuel or
plasma) and lighting it on fire with a lighter or welding tool (anything
that's hot enough works, really)
They have a random delay of 2-4 seconds, and can be disarmed by snipping
the fuse with wirecutters in time before they detonate (or don't,
depending on the mixture)
There's also a new, more "professional" improvised chemical explosive in
the form of beakerbombs. These can be assembled by putting a lid on a
beaker (alt-click, prevents the beaker from spilling its contents when
thrown) and attaching an assembly with an igniter or a condenser to it.
<img width="150" height="90" alt="dreamseeker_2OKpZeN7ay"
src="https://github.com/user-attachments/assets/599e75ea-9653-4db9-a915-b2ca6307635f"
/>
When triggered, igniters will heat the reagents up by a bit while
condensers will cool them down. However, you can also attach and wire up
a power cell, which will cause it to dump all of its power into the
beaker when the igniter fires off, triggering ``spark_act`` interactions
potentially causing a larger explosion.
<img width="534" height="447" alt="dreamseeker_k9Uzf18Eoa"
src="https://github.com/user-attachments/assets/4cfed5b4-3875-4522-9bfa-5f6a3c8e0864"
/>
Decently sized boom from The Contraption.
Plasma and welding fuel's potency inside of beakerbombs/soda cans is
significantly reduced compared to other riggable objects (strengthdiv is
3 times higher) as they're very easy to obtain and would make for very
powerful explosives, considering their very strong strengthdiv as most
rigging interactions use very little fuel/plasma to cause a large
explosion, which was carried over to the new system. (Don't worry, this
still leaves them at sensible values with welding fuel being about as
strong as old IEDs on average)
Closes#94990 via having plasma's electrical power modifier have a
decline past a certain point based on its volume
## Why It's Good For The Game
#81529 didn't justify IED removal whatsoever and I think with new
mechanics these can be used as easier (but weaker) to make improvised
bombs, being much less clunky to make and use than pipebombs.
Beakerbombs are essentially a somewhat weaker (even with metamat
beakers, you're still 20u short of a normal large beaker grenade at
200u) form of grenades, but have access to new interactions involving
charged up explosions, which could make for some variety among chemists'
weaponry.
## Changelog
🆑
add: Added back IEDs made by attaching some wire and tape to a soda can
filled with fuel, plasma, or any other explosive of your choice. They
need to be lit on fire with a lighter or a welding tool.
add: You can now attach a lid to beakers with alt-click, preventing them
from being spilled when thrown.
add: Added beakerbombs, made by attaching an assembly (with optional
power cell and wiring) to a lidded beaker.
balance: Rigged explosions now create flames.
balance: Plasma explosions now limit their explosion potency past a
certain point based on their volume
/🆑
## About The Pull Request
Inspired by #94233. `grind_results`(list) & `juice_typepath`(typepath)
are only used when grinding & juicing after which the atom is deleted.
This means if that object is not processed these vars occupy memory &
don't do anything.
Now these values are only generated on demand by calling their
respective procs. Considering how these vars are on the obj level the
memory savings are quite significant
## Changelog
🆑
refactor: grinding & juicing have been refactored to occupy low memory.
Report bugs on github
code: improved grinding & juicing code
/🆑
## About The Pull Request
If you are **within**
(inside)
(as in you climb into a disposal bin)
(like if you're about to be flushed)
a disposal bin or chute, and drop something, the item goes into the bin
(with you)
(inside the bid)
(like if you put an item in a bin like normal)
(it will also be flushed)
rather than onto the floor around the bin
https://github.com/tgstation/tgstation/pull/40723 added a bunch of
snowflake `Bumped` calls to mimic this effect - they have been removed.
## Why It's Good For The Game
Seems logical to me. It might break a bunch of stuff but it probably
won't.
## Changelog
🆑 Melbert
qol: If you are within a disposal bin or chute, and drop an item, the
item will go into the bin, rather than onto the floor outside of the
bin.
/🆑
## 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
It's just a partial cleanup of
anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md)
code from /tg/'s ancient history. I compiled & tested with my helpful
assistant and damage is still working.
<img width="1920" height="1040" alt="image"
src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3"
/>
I'll upload the .cs script I used to do it shortly.
## Why It's Good For The Game
Just minor code cleanup.
Script used is located at https://metek.tech/camelTo-Snake.7z
EDIT 11/23/25: Updated the script to use multithreading and sequential
scan so it works a hell of a lot faster
```
/*
//
Copyright 2025 Joshua 'Joan Metekillot' Kidder
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
//
*/
using System.Text.RegularExpressions;
class Program
{
static async Task Main(string[] args)
{
var readFile = new FileStreamOptions
{
Access = FileAccess.Read,
Share = FileShare.ReadWrite,
Options = FileOptions.Asynchronous | FileOptions.SequentialScan
};
FileStreamOptions writeFile = new FileStreamOptions
{
Share = FileShare.ReadWrite,
Access = FileAccess.ReadWrite,
Mode = FileMode.Truncate,
Options = FileOptions.Asynchronous
};
RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled;
Dictionary<string, int> changedProcs = new();
string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*";
Regex camelCaseProcRegex = new(regexPattern, regexOptions);
string snakeify(Match matchingRegex)
{
var vals =
matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray();
var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower();
string logString = $"{vals[0]} => {newVal}";
if (changedProcs.TryGetValue(logString, out int value))
{
changedProcs[logString] = value + 1;
}
else
{
changedProcs.Add(logString, 1);
}
return newVal;
}
var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>();
// uses default ParallelOptions
// https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main
await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) =>
{
var reader = new StreamReader(filePath, readFile);
string oldContent = await reader.ReadToEndAsync();
string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify));
if (oldContent != newContent)
{
var writer = new StreamWriter(filePath, writeFile);
await writer.WriteAsync(newContent);
await writer.DisposeAsync();
}
reader.Dispose();
});
var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList();
foreach (var pair in logToList)
{
Console.WriteLine($"{pair.Key}: {pair.Value} locations");
}
}
}
```
## Changelog
🆑 Bisar
code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use
snake_case, in-line with the STYLE guide. Underscores rule!
/🆑
## About The Pull Request
- Chiral inversion buffer now converts multiple reagents with 1u being
able to convert 10u of the entire solution & not just one reagent in the
target. This means if we have say 5u of reagent A & 5u of reagent B
where both can be inverted, then 1u of the inversing buffer can convert
both reagents
- Chiral inversion buffer can now be transferred to another reagent
holder if no conversion occurred instead of just disappearing into the
wind
- Fixes some objects displaying 0u of reagent transferred which happens
when reagent intercept occurs
## Changelog
🆑
fix: Chiral inversion buffer now converts multiple reagents
fix: Chiral inversion buffer can now be transferred into another reagent
holder if no conversion took place instead of just evaporating
fix: dropper, bottles & syringes now won't display messages like 0u of
reagent transferred
/🆑
## About The Pull Request
Fun idea discussed on the discord.
At low pressure, cans of soda will burst at 67.458 kPa, which is WAY
higher than I would have expected, but that may just say something about
the construction of the average can of soda.
## Why It's Good For The Game
Fun little realism feature, which I found amusing enough for a quick 15
minute project. Only applies to cans that are actually exposed to atmos,
so a held can while in space or in the bag won't trigger this reaction.
## Changelog
🆑
add: Leaving a can of soda exposed to the elements at low pressure will
now burst.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
This PR adds a new buffer (and accompanying Lavaland geyser) to the
game: Chiral Inversing Buffer! This unique buffer allows you to
instantly transmute a hidden impure or inverse reagent into its original
form, no hassle with the HPLC. It can be acquired in three ways, two of
which involve Cargo. You can purchase a crate containing one 30u bottle
of the buffer for 600 credits, or for free through Medbay's cargo
console. You can also scour Lavaland and uncover a geyser that offers
unlimited buffer.
The buffer itself checks if any eligible inverses or impurities are
present within the holder. If there is none, the buffer will fizzle out
and be effectively wasted. If there is an eligible reagent, it converts
the reagent into the Inverse at a 10-to-1 ratio with the buffer. This
means that buying a bottle from cargo will net you at max, 300 units of
instant inversing. Do note that this buffer has the best results when
added after a reaction, not during or before.
https://github.com/user-attachments/assets/5f04097d-6baa-4cfd-bf0d-77f175d37acb
## Why It's Good For The Game
This was made from the suggestions of my previous PR at #93316. The main
issue that this PR targets is the lack of speedy access to "true"
inverse reagents. The current system hides the name of most inverses on
creation and only has the HPLC to reliably convert hidden inverses into
their true counterpart. This can cause issues with some inverses due to
them still retaining some properties of their base reagent. While that
system cannot be removed as of now, this PR serves to add another
alternative for Chemists to pursue if they need to purify their inverse
outputs.
<img width="135" height="136" alt="chiralgeyser"
src="https://github.com/user-attachments/assets/1cb336ac-966e-4c4b-8cb2-68616c410f26"
/>
## Changelog
🆑
add: Chiral Inversing Buffer : A new way to convert your hidden
impurities and inverses into their true form! Requires a purchase from
Cargo or a trip to Lavaland to acquire.
balance: A new geyser has been added to Lavaland that outputs Chiral
Inversing Buffer. Geyser weights have been adjusted to accommodate this
addition.
/🆑
## About The Pull Request
Moves a lot of the unique renaming implementations described in #82664
to the functions given by the `obj_flag` `UNIQUE_RENAME`.
`UNIQUE_RENAME` has been given new properties to account for
non-standard renaming, these being the `RENAME_NO_DESC` flag that
prevents changing the description, the `nameformat()` and `descformat()`
procs that, when modified, allow for applying naming formats(i.e. "Body
Bag - [input]"), as well as other post-renaming handling such as
changing the name of the output plant of a renamed seed, the
`rename_checks()` proc that allows for unique naming prevention(such as
a locked personal closet), and the `rename_reset()` proc to clean up
other possible renamed variables potentially changed in `nameformat()`
and `descformat()`.
This also adds `/datum/element/tool_renaming` to crayons, which will let
them rename anything that has `UNIQUE_RENAME`. I looked through
everything with that flag, and I didn't see anything that I don't think
should be renameable by a crayon(except things that shouldn't be
renamable with pens), so it shouldn't fuck anything up.
## Why It's Good For The Game
moves all of the non-honorable mentions in #82664 to the same renaming
system, and also moves all of the honorable mentions save for:
- plaques, as they only get renamed once and wouldn't benefit from
`UNIQUE_RENAME` imo
- books, because they're far more than just renaming, and are persistent
- paintings, because they're persistent
- photos, because they're not normal renaming and they're persistent
- endoskeletons, because they're done with a multitool in UI
- cardboard IDs, because they're far more than just renaming
Additionally, this fixes:
- Implanter renaming didn't work because a ! was missing
- Clown borg picket sign renaming didn't work because they didn't use
the correct arguments
This'll make it easier to make renameable objects in the future, as
well.
## Changelog
🆑
fix: fixes implanter renaming not working
fix: fixes clownborg picket sign renaming not working
code: brought most unique renaming implementations under UNIQUE_RENAME
/🆑
## About The Pull Request
Heretic has received a complete overhaul. This PR touches nearly every
aspect of the antagonist. For readability's sake, not every change is
going to be listed in this pull request.
For the full list of changes please refer to the design doc:
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.
Code by Me, @Xander3359 and @Arturlang
TGUI by @Arturlang
Sprites by OrcaCora and GregorDM
Writing bits by @necromanceranne
### Core changes
- Cross-pathing has been removed. Main knowledge spells are now
exclusive to their path (for the most part).
- For every main knowledge unlocked (save for the robes and the blade
upgrade), Heretics can choose one option from a draft of 3 random side
knowledges (this is a free point).
- Heretics can now purchase side knowledges from a new tab, the
"Knowledge Shop". Side-knowledges have been divided by tier (Stealth,
Defense, Summons, Combat and Main). Tiers are unlocked as you progress
toward your main path.
- Heretics now gain the grasp and mark upgrade immediately, but their
main knowledge choices cost twice as much (except for the first spell,
the robes and the blade upgrade).
- Path specific robes have been introduced! They come with their own set
of quirks.
- Each Path has received a passive ability. This passive is upgraded
when you first create your robes, and again when you complete the Ritual
of Knowledge.
- Paths have been rebalanced as a result of the removal of cross-path
progression. Cosmic and Moon paths have received soft reworks.
- Upon unlocking the path 2nd level or reaching a total of 8 points
worth of knowledge, Heretics will lose the ability to blade break (and
the limit on blades all together).
- Ascension now automatically calls the shuttle with no possibility of a
recall.
- Late join Heretic has been removed.
### New UI
<img width="750" height="635" alt="moon path ui"
src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990"
/>
### Knowledge shop
<img width="787" height="669" alt="Knowledge shop"
src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7"
/>
### Quality of life //General balance changes
- Heretics will now gain X-ray vision for a few seconds when nearby an
eldritch essence (this effect has a cooldown).
- Ritual of knowledge now requires 1 uncommon item instead of 2. You may
now use a stunprod instead of a baton to complete the ritual. Beartraps
have been removed from the list of possible reagents.
- The maximum number of possible sacrifices required to ascend has been
reduced from 6 to 5 while the minimum has been upped to 4.
- Codex Cicatrix no longer requires a special pen to be made.
### Passive abilities
- Heretics now start with a passive ability. You can find what it does
on the path info tab after a path has been selected, and what they gain
when upgraded.
- Crafting your first set of Eldritch robes will bump your passive to
level 2.
- Unlocking the 2nd level will subsequently unlock your "Ritual Of
Knowledge"
- Completing the ritual of knowledge or ascending will net you the final
level.
### Path Specific Robes
- Armorer's Ritual is no longer a side knowledge. Each path will have
their own unique version of the ritual. This is placed after the 2nd
spell in the tree.
- Robes can no longer be destroyed by fire and acid, grant t4 flash
protection (Moth Heretics stay winning) and protection against basic
syringes, to bring them on par with other antagonist's armor sets.
- The recipe to craft the robes is now a set of armor/vest, a mask (any
mask will do now, not just gas masks), plus the unique reagent required
for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so
on)
- Wearing the robes as a non-heretic may yield some unfortunate
side-effects.
### Moon Path Rework
Moon path rework.
Moon Heretics gain immunity to brain traumas and slowly regenerate brain
health. Equipping the moon amulette channels its effects through the
moon blade; making it unblockable and cause sanity damage instead of
brute. Ring leader's Rise now summons an army of harmless clones that
explode when attacked; the explosion briefly stuns non-heretics and
cause sanity and brain damage to them. Moon blade can also now be used
when pacified and Moon spells are no longer blocked by regular anti
magic, only mind magic protection.
**Cosmic Path Rework**
Cosmic path has received the biggest batch of changes alongside Moon.
The path has been dead last in ascension and pickrate (less than 5%) for
almost 2 years. It did gain some popularity over the last few months,
reaching the highest ascension rate in the game (12%) while mantaining a
relatively low pickrate.
Cosmic sits in a weird spot, where pretty much every knowledge
surrounding the path is either mediocre or, in the case of the
ascension, dysfunctional. Yet it has maintained a smidge of relevancy
due to how quickly Cosmic heretics can capture and sacrifice targets
thanks to Star Touch.
As a result, the best course of action would be to rebalance the
entirety of the kit; granting the heretic more tools to manipulate space
and dictate the flow of a fight, while lessening their ability to end a
confrontation by instantly sleeping their opponents.
lastly The Star Gazer is now ghost controlled ; And they shoot lazers!
<img width="636" height="451" alt="gazer gag 3"
src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b"
/>
## Why It's Good For The Game
### Ok...but why do we want this?
Again, if you want my full reasoning, please check my doc
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.
To keep it short and concise; Heretic is too complex and unintuitive for
its own good. Too impenetrable for new players and too abusable for
experienced players. This can be chalked up to a lot of poor design
decisions. But ultimately, what I believe being the biggest contributor
to the current status of Heretic is the ability to move into different
paths, also known as "Cross-Pathing".
### Cross Pathing my beloathed.
Cross-pathing, while cool in theory, overcomplicates the antagonist and
overloads them with power. Players dealing with the heretic are
incapable of working out what a given heretic can do. This also leads to
late game heretics having 3 rows Worth of action buttons and virtually
no weakness.
Over the last year, I've often received the understandable but also kind
of unfair accusations of making Heretic too powerful without a clear aim
or purpose.
My goal with the paths I've reworked over the last year (Rust,Void and
Blade) wasn't necessarily to just make them stronger (although that was
also part of the goal, as they were paths that were underperforming),
but for them to have more interactions with the sandbox and to better
live up to the fantasy presented to the player.
If an harbringer of frost gets countered by a cup of coffee, we probably
messed something up.
Unfortunately, the current incarnation of Heretic doesn't really allow
for surgical balance changes to specific paths. Every time a knowledge
gets buffed, we make every path that can easily tap onto that knowledge
stronger by default. It doesn't take a genius to understand why this
system is ultimately unsustainable.
### Blade Breaking
I feel that after a heretic has reached the near peak of their power,
they no longer need the ability to instantly escape any encounter. Check
my doc for my full reasoning.
## Less versatile, more specialized paths.
By removing cross-pathing, we remove a huge maintainability burden from
the antagonist. Paths can now be designed around clearer strengths and
weaknesses. They become easier to balance and less of an headache to
understand for everyone.
It also means we can give paths some needed quality of life quirks
without having to worry how such a change might have a knock-on effect
for other paths.
Ash heretics can finally let loose without dying by their own flames.
Cosmic Heretic can go to space without having to carry a modsuit. Moon
Heretic can use their abilities without fear of one random trauma
ruining their day, and so on.
### What a horrible night to have a curse...., wait how do I curse
people again?
As of right now the heretic tree has quite a hefty amount of trinkets
that pretty much never see use.
Partly because the tree itself is a nightmare to navigate. And partly
because why would anyone set up an elaborate plan or scheme when they
can unleash 2 rows of spell in the span of bunch of seconds.
Heretics mostly gravitate towards powers that push them towards greater,
more potent combat strength. If it doesn't contribute to killing people
quicker, it isn't worth doing for most. And given the opportunity cost
associated for taking those powers, they will remain that way so long as
there are better choices to be poached.
The new draft system encourages Heretics to play more with the tools at
their disposal. If you want to go for a specific combo from the side
path options, you may now do so by tapping into the knowledge shop.
Yes, the shop does include a few knowledges from the other paths. But
these are limited to 1 per path, are very expensive and can only be
unlocked very late into the shift.
## Drip Of the Mansus
The iconic heretic robe is actually sequestered to a side path that is
most easily access by only two paths at a time. Since heretic paths are
being made to be much more specialized, the most obvious way in which
this can be showcased is through an easily
identifiable outfit.
By using the robes, we can both telegraph WHAT heretic you are looking
at, and just how much power they've accumulated and when it is
reasonable to take the kid gloves off and treat them as a genuine
threat. If a heretic is in their
robes, that heretic is now a significantly more prominent danger to the
station.
It also serves as a useful means for gating some of the more powerful
effects of a heretic's path behind the robes, AND enable options for
disarming them of that power should they be captured without making it
something endemic to their mob.
A major problem with heretics is a lack of certainty as to how powerful
they have become. A heretics robes is one of the milestones to help
players dealing with heretics identify that.
### Will this be 100% fair and balanced?
This is a massive overhaul to a pretty complex and bloated antagonist.
I've done my best to show the changes to several maintainers and other
members of the community for their feedback. But at some point we'll
have to see how this behave in the environment to get a feel if
something is over or undertuned. (that's my way of saying, yes this is
likely gonna require a testmerge or two).
What I will say is that I'm not trying to change the core identity of
Heretic.
Heretics should have the upperhand in single encounters early on, be
able to joust a small group of players after they unlock their final
spell, and end the round when they ascend. They're a progression
antagonist. They should retain their payoff as well as pose a danger as
they grow stronger.
But if more players feel like they are more reliably able to play the
antagonist in more varied and interesting ways, rather than the
antagonist largely existing as a measuring stick for 'robustness' due to
its elitist design philosophy, then the rework has been a success. There
should be something for
everyone in the antagonist, as is true for all of our antagonist roles.
## About The Pull Request
Readds Lean
It was a flavor of the month meme, talked about a lot in 2022. Since
2022-2023 it died down.
I'm hoping enough time has passed and the sentiment has changed since
then
We have some fun chemicals like Maldium, Methamphetamine, Fentanyl,
Kronkaine (cocaine), Bath Salts in game
But if it's still not good enough, feel free to close the PR its no big
deal
I've also made the drink more fun and engaging (like when it's used in a
party ICly) compared to last time
## Why It's Good For The Game
- It's a fun drink
- Encourages more parties (IC birthday, etc)
- Incentivizes RP interaction in bar
- More flavorful stuff for bartender
- Another thing would be that SS13 players are special and something
like this, would probably actually incentivize those who don't like to
hang out with others, to take the time to hang out with others.
## Changelog
🆑 ArchBTW
add: Readds Lean
/🆑
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
## About The Pull Request
Technically, this PR introduces the cuffable_item element and the
cuffed_item status effect and their relative code.
In more player-friendly terms, this allows the ability to use handcuffs
to bind certain items to your hands by right-clicking it with a pair of
handcuffs in your active hand. This makes the item unable to be dropped,
for better or worse, until you or someone else remove said cuffs. And
no, this doesn't conflict with the ability to be handcuffed if you're
silly enough to think that.
There are more than one way to remove the cuffs. For the player with the
item cuffed to their hand, to remove the cuffs they can either click the
status alert, or examine the item and click the relative hyperlink. The
second option is good to have if for some reason the status alert
doesn't show up (too many alerts etc.).
For other people, they can remove the cuffs by opening the strip
inventory menu (the one you open by click-dragging the sprite of person
with the item onto yours). It's an alternative action specific to this
status effect (therefore only held items). Until the cuffs are removed,
trying to remove the item **directly** will bring you nowhere **because
the item is stuck to their hands**, duh. Alternatively you can just chop
their arm off. You do what you do.
For a list of items that can be bound with cuffs (suggestions welcome):
- briefcases
- toolboxes
- lockboxes
- first aid kits
- shields (they generally have handles and all. gameplay-wise they
already take away one hand slot to use. Using cuffs seals the deal: no
swapping items on the go, so no two-handed weapons, but you won't drop
the shield until it's broken)
- jerrycans (Kryson's suggestion)
- soup pots (ditto, kinda weird)
- coffee mugs, and the mauna mug (ditto)
- buckets
- plushes (silly stuff, if you ever want to arrest a plush or test the
feature)
- pet carriers
- mining drills
- swords with closed guards (ERT chainsaw-sword, cap's sabre, parsnip
sabre, cutlass, e-cutlass...)
- crutches and the white cane
- baskets
- flashlights and lamps (not subtypes like flares, glowsticks and
torches)
- TTVs
- chairs
## Why It's Good For The Game
This opens up for some emergent use for handcuffs beside people (or
prisoner shoes). Inspired by a scene of some 1998 action movie, where
one of the bad guys had the mc guffin briefcase latched to his wrist
with a pair of handcuffs.
Codewise, it was also a reason to refactor bits of code like handcuffs
and screen alerts slightly. On a sidenote, actual sprites for
cult/heretic shackles.
## Changelog
🆑
add: You can now bind certain items like briefcases, toolboxes, medkits,
shields, jerrycans etc. to your hand with a pair of handcuffs,
preventing them from being dropped. You can remove said binds at any
time unless incapacitated, and so can others through the strip inventory
menu.
qol: The appearance of a screen alert now updates if the object it
represents (like, an item offered by another player) changes appearance.
imageadd: The shadow shackles item (from cult magic and heretic
sacrifices) now has its own icon.
/🆑
## About The Pull Request
Moving from `attack` to `item_interaction` and `interact_with_atom`
accidentally made these click CD free
Which is probably a bad thing
So I re-added click CDs to reagent container -> mob interactions that
were converted.
Reagent container -> item interactions have no CDs.
## Changelog
🆑 Melbert
fix: Reagent container interactions with mobs have click cooldown again
/🆑
## About The Pull Request
This PR aims to fix another issue with #92577. The main problem is that
the list of instances we get from `get_surroundings()` doesn't contain
items that are found within the person that's crafting the recipe, since
those are checked separately in `check_tools()`. This ends up making the
recipe hella slower because the appropriate tool couldn't be found in
the checks for calculating the duration of the craft.
This also trims a few lines of code and other small things worth of a
small refactor.
EDIT: Found out the real problem. the list of instances was an assoc
list of type -> instances, while I thought otherwise.
## Why It's Good For The Game
Fixing some recipes taking too long to make. Fixes
https://github.com/tgstation/tgstation/issues/93003
## Changelog
🆑
fix: Fixed some recipes taking too long to make.
/🆑
## 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
Purged several files inthe theme of misc.dm and broken the contents out
into better organised files.
Incidentally done some minor cleanup by removing an unused global list
referring to a string file that no-longer exists, and removing a useless
proc that replicated the behaviour of file2list().
## Why It's Good For The Game
See #60358 and all its successors
## Changelog
🆑
code: Reduced the number of files named misc.dm or similar by 14%.
/🆑
# Conflicts:
# code/_globalvars/lists/flavor_misc.dm
## About The Pull Request
Purged several files inthe theme of misc.dm and broken the contents out
into better organised files.
Incidentally done some minor cleanup by removing an unused global list
referring to a string file that no-longer exists, and removing a useless
proc that replicated the behaviour of file2list().
## Why It's Good For The Game
See #60358 and all its successors
## Changelog
🆑
code: Reduced the number of files named misc.dm or similar by 14%.
/🆑
## About The Pull Request
Merges `/datum/reagents/proc/copy_to()` ->
`/datum/reagents/proc/trans_to()`. Added a parameter `copy_only` to
indicate we want a copy operation
## Why It's Good For The Game
- Less code to maintain
- All the functionality of `trans_to()`[logging, transferring single
reagent, expelling reagents from stomach, etc] now applies for copying
reagents as well which was missing a lot of it, so we have consistent
behaviour
## Changelog
🆑
refactor: code for copying reagents has been refactored. Please report
bugs on github
/🆑
(cherry picked from commit a1d27e384d)
## About The Pull Request
Merges `/datum/reagents/proc/copy_to()` ->
`/datum/reagents/proc/trans_to()`. Added a parameter `copy_only` to
indicate we want a copy operation
## Why It's Good For The Game
- Less code to maintain
- All the functionality of `trans_to()`[logging, transferring single
reagent, expelling reagents from stomach, etc] now applies for copying
reagents as well which was missing a lot of it, so we have consistent
behaviour
## Changelog
🆑
refactor: code for copying reagents has been refactored. Please report
bugs on github
/🆑
## About The Pull Request
A note to start: the coroner's mail goodie is untouched. They still get
their brain-in-a-jar, prefilled with formaldehyde and with the
ghostrole-brain.
**First part is fairly simple. It's printable now.**

**Balance is hopefully also simple...**
Originally it could store 150u, which just made it an improvement over
most of the other basic beakers... but it shouldn't even be useful in
chemistry, it's rather unshapely for that!
So the balance is as follows:
- It stores 120u of chemicals, printable roundstart.
_Identical to the X-Large Beaker - even in cost, needing some plastic
(which makes it shatter-proof. i guess.)_
- The unwieldy lip means it can only pour in large amounts (20, 40, 60,
120)
_It's not ideal for mixing in chemistry... This will **hopefully**
discourage using it where it'd look out-of-place.
Why juggle big numbers when you can use easier to handle, equivalent
X-Large Beaker?_
If players so choose they **can**, of course, still mix their spacedrugs
soaking in a bottle with a Felinid Liver. It's just not a preferred
shift-start beaker.
_Also it's a /beaker subtype now because I wanted to inherit some
things, like the pickup/drop sounds.
This technically means it works as a component in machines, but since
it's equal to an X-Large beaker that doesn't really mean anything. Just
a funny interaction._
## Why It's Good For The Game
I can finally torment my patients without having to hope the Mail Gods
deem me (or the department Coroner) worthy.
The idea of gifting them their inflamed appendix in a preserved jar
makes me happy.

## Changelog
🆑
add: Medical (and Science) can now print Organ Jars from their
protolathes! Their shatter-proofing requires some plastic, though.
balance: Organ Jar capacity lowered to 120u, and they can only pour in
large quantities (have you ever tried pouring out of a jar with a lip
like that? Disaster. Such a mess.).
/🆑
## About The Pull Request
A note to start: the coroner's mail goodie is untouched. They still get
their brain-in-a-jar, prefilled with formaldehyde and with the
ghostrole-brain.
**First part is fairly simple. It's printable now.**

**Balance is hopefully also simple...**
Originally it could store 150u, which just made it an improvement over
most of the other basic beakers... but it shouldn't even be useful in
chemistry, it's rather unshapely for that!
So the balance is as follows:
- It stores 120u of chemicals, printable roundstart.
_Identical to the X-Large Beaker - even in cost, needing some plastic
(which makes it shatter-proof. i guess.)_
- The unwieldy lip means it can only pour in large amounts (20, 40, 60,
120)
_It's not ideal for mixing in chemistry... This will **hopefully**
discourage using it where it'd look out-of-place.
Why juggle big numbers when you can use easier to handle, equivalent
X-Large Beaker?_
If players so choose they **can**, of course, still mix their spacedrugs
soaking in a bottle with a Felinid Liver. It's just not a preferred
shift-start beaker.
_Also it's a /beaker subtype now because I wanted to inherit some
things, like the pickup/drop sounds.
This technically means it works as a component in machines, but since
it's equal to an X-Large beaker that doesn't really mean anything. Just
a funny interaction._
## Why It's Good For The Game
I can finally torment my patients without having to hope the Mail Gods
deem me (or the department Coroner) worthy.
The idea of gifting them their inflamed appendix in a preserved jar
makes me happy.

## Changelog
🆑
add: Medical (and Science) can now print Organ Jars from their
protolathes! Their shatter-proofing requires some plastic, though.
balance: Organ Jar capacity lowered to 120u, and they can only pour in
large quantities (have you ever tried pouring out of a jar with a lip
like that? Disaster. Such a mess.).
/🆑
## About The Pull Request
This has the potential to create a lot of needless mob updates which is
not great. Now should only update a mob's clothing if it was actually
washed.
This PR
1) ensures that all wash() procs return a bitflag.
2) ensures that `wash()` proccalls which result in expensive operations
like icon updates only do so when it is necessary
## Why It's Good For The Game
Updating mob sprites is expensive, and doing it when nothing has been
changed is bad.
## Changelog
Nothing really player facing
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.
EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.
EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.
Improving the backbone of the crafting system. Also materials and food
code.
🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
## About The Pull Request
This has the potential to create a lot of needless mob updates which is
not great. Now should only update a mob's clothing if it was actually
washed.
This PR
1) ensures that all wash() procs return a bitflag.
2) ensures that `wash()` proccalls which result in expensive operations
like icon updates only do so when it is necessary
## Why It's Good For The Game
Updating mob sprites is expensive, and doing it when nothing has been
changed is bad.
## Changelog
Nothing really player facing
## About The Pull Request
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.
EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.
EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.
## Why It's Good For The Game
Improving the backbone of the crafting system. Also materials and food
code.
## Changelog
🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑