## About The Pull Request
So, the DNA vault is a 3x3 building, which spawns itself around the
machine frame in kind of a awkward pattern.
X represents the machine frame, and O represents the built vault's solid
tiles:
```
~X~
~~~
~~~
```
and upon built
```
OOO
O~O
O~O
```
Right now, building the vault doesn't required specific space, meaning
you can spawn it right into walls, hallways, whatever without
consideration. So, at the very least, this PR tweak it so that
<img width="285" height="349" alt="image"
src="https://github.com/user-attachments/assets/557a1ee1-d9a6-4d7e-8edd-d4381b8b2b3b"
/>
->
<img width="318" height="411" alt="image"
src="https://github.com/user-attachments/assets/dc7eaf4a-7c47-4e79-892c-8135f653183e"
/>
In doing so, this adds a new proc to machine construction onto circuit
boards called `completion_requirements` that can be used to check this
before completion.
This also adds a small QOL tweak to the debug BRPD by adding cables to
the parts list, as well as adding the same pointer arrows to the BSA
construction prompt for consistency with this change.
## Why It's Good For The Game
Seems like an oversight for the BSA to factor in space requirements
where the DNA vault, a similar multi-tile machine to not care in the
same way.
## About The Pull Request
Instead of being snowflake interactions on objects themselves, rigging
things with plasma or welding fuel is now handled on reagents' side via
``on_spark_act``, allowing each reagent to decide how they want to
handle exposure to electric currents or violent heating.
- Obviously plasma and welding fuel cause explosions, but former gains
additional power from electric current being passed through it (same
math as powercells), while latter doesn't explode unless in an enclosed
space, or a high enough current/temperature has been reached, and merely
creates a hotspot instead.
- Napalm and phlogiston create hotspots, or (try to) damage the holder
if they're enclosed
- Sorium, liquid dark matter, TATP, nitroglycerin and flash/smoke/sonic
powders trigger their usual detonation effects, albeit slightly weaker.
- Teslium creates a ZAP, with additional power for a BIG ZAP if it has
been triggered by electric current.
- RDX becomes spicier with temperature and current, similarly to how it
becomes more dangerous when mixed with LE or teslium.
- Gunpowder produces a delayed explosion effect (unless its hot or the
current is high enough, in which case its instant) and causes sparks as
the message claims it does (normal gunpowder explosions also do that)
Plasma and gunpowder rigged items can now be controlled using
stabilizing agent - in its presence, plasma will not explode unless the
used charge is higher than 0.2% of a standard cell's per unit of agent,
while gunpowder will instead spend 0.1 + (charge / 10% of a standard
cell's charge) units of agent to delay its detonation.
Smoke (powder) now produces a visible message and slightly damages lungs
of whoever it reacted inside of, if the container was a mob.
The numbers on plasma/welding fuel rigs should be ***roughly*** the
same. Also lighters can now be rigged in a fashion similar to welding
tools.
Also it turns out we broke light rigging at some point, so now it works
again.
## Why It's Good For The Game
This makes the system much more flexible and allows players to make more
creative IEDs, expanding upon the sandbox aspect of the game. Also I
have an upcoming project bringing IEDs (kind of, in a new form) back,
which is why I wrote this in the first place (but decided to atomize the
PRs).
As for smoke damage, it feels weird to not have any tells when someone
suddenly starts hacking up volumetric amounts of smoke, it makes sense
that they'd struggle a bit after coughing a few dozen cubic meters of
thick vape clouds.
## Changelog
🆑
add: Multiple new reagents such as napalm, sorium, TATP,
smoke/sonic/flash powders and other explosives can now be used to rig
cells or tools.
add: Plasma and gunpowder rigged items can now have controlled current
requirement/delay by adding some stabilizing agent alongside the main
reagent.
balance: Creating chemical smoke inside of a mob now makes them
violently cough it up, damaging their lungs a bit.
fix: Chemically-rigged lightbulbs now once again explode.
refactor: Refactored how power cells, welding tools, lightbulbs,
cigarettes (and now, lighters) handle being rigged with chemicals.
/🆑
## About The Pull Request
Adds a few new items and upgrades for different cyborg modules or
reworks some of them.
<p align="center">
<img width="608" height="199" alt="image"
src="https://github.com/user-attachments/assets/ba44742f-984b-4988-af4d-e06cf66d3296"
/>
</p>
pic unrelated :)
### Main changes:
### Medical model
**Medical cyborg** gets chembag by default and a new bluespace syringe
upgrade!
<p align="center">
<img width="267" height="83" alt="image"
src="https://github.com/user-attachments/assets/4636688f-a3bf-4db8-b0c7-75089aeb4f54"
/>
</p>
### Engineering model
**Engineering cyborg** recieved a few new features. Now you can put your
regular RPED inside of a cyborg, but mind that it has way less storage,
than RPED upgrade from robotics. Robotics RPED upgrade were renamed into
expanded RPED and now cost the same amount of material to produce it as
BS RPED.
<p align="center">
<img width="198" height="117" alt="image"
src="https://github.com/user-attachments/assets/e614a9b0-41ad-4815-8eb6-f627c2bf77cc"
/>
</p>
Worth to mention adding decal painter with own sprite (yes it uses cell
instead of regular toner)
<p align="center">
<img width="827" height="498" alt="image"
src="https://github.com/user-attachments/assets/2eb36651-0ee2-4c9b-81ef-f8c3a96966a8"
/>
</p>
<p align="left">
Circuit manipulator was renamed to engineering apparatus, as its can no
longer hold only circuits. Additionally, it can also hold tubes/bulbs
now.
</p>
### Mining model
**Mining cyborg** now has mesons removed and remade into a new toggle
button, you dont need to use one of your modules just to be able to see
through darkness of lavaland caves.
<p align="center">
<img width="248" height="173" alt="image"
src="https://github.com/user-attachments/assets/e85a00ec-f373-43d0-9ce9-7ec573029af3"
/>
</p>
**Mining cyborg** got a new shield module. It helps you fighting
lavaland fauna (..or annoying humans, if youre evil) in low pressure by
absorbing 50% of incoming damage when activated. Takes some amount of
your charge per absorbed hit.
Example:

## Why It's Good For The Game
I feel big lack of some cyborg modules or even features. This PR is
supposed to fix missing gap, aswell as rebalance some of existing
models.
## Changelog
🆑
qol: Added new helpful modules, such as decal painter for engineering
and chembag for medical borg.
add: Added miner cyborg shield module. In lavaland (low) pressure, it
protects you from 50% of incoming damage in exchange of your cell
charge.
add: Added BS syringe upgrade for medical cyborg.
/🆑
## About The Pull Request
Rearranges the icon without resizing the pixels themselves to fit the
whole thing in without making it seem thinner than it used to be.

Thank you #92521 for getting me off my ass on this one.
## Why It's Good For The Game
Fixes the fact that it was too big for inventory/computer UIs
## Changelog
🆑 Wallem
image: Readjusts the Bluespace RPED sprite to fit into a 32x32 space to
fix multiple oversights.
/🆑
## About The Pull Request
Reverts the storage initialization refactor and all subsequent related
PRs.
The original PR is below our standards both for code quality and
testing, and is majorly flawed at its core. This has been discussed with
other maintainers and headcoder(s?) over on discord. A lot of changes
from the PR could be brought over later, but in its current state it
should not have been merged.
- Closes#90322
- Closes#90313
- Closes#90315
- Closes#90320
- Closes#90312
- Closes#90344
## Why It's Good For The Game
This PR causes a series of major issues which cannot be resolved without
either completely rewriting a lot of the original PR, or bad code.
Not matching our standards is grounds for not merging a PR, and the fact
that a PR should not have been merged is a reason for a revert.
## Changelog
🆑
fix: Fixed a series of storage-related bugs caused by a refactor PR.
/🆑
## About The Pull Request
A Huge chunk of changes just comes from moving existing storage code
into new files & seperating `atom_storage` code into its own subtype
under the already existing `storage/subtypes` folder.
With that the changes in this PR can be organized into 3 categories.
**1. Refactors how `/obj/item/storage/PopulateContents()` initializes
storages**
- Fixes#88747 and every other storage item that has a similar variant
of this problem
The problem with `PopulateContents()` is that it allows you to create
atoms directly inside the storage via `new(src)` thus bypassing all the
access restrictions enforced by `/datum/storage/can_insert()` resulting
in storages holding stuff they shouldn't be able to hold.
Now how this proc works has been changed. It must now only return a list
of items(each item in the list can either be a typepath or a solid atom
or a mix of them in any order) that should be inserted into the storage.
Each item is then passed into `can_insert()` to check if it can fit in
the storage.
If your list contains solid atoms they must be first moved
to/Initialized in nullspace so `can_insert()` won't count it as already
inserted. `can_insert()` has now also been refactored to throw stack
traces but explaining exactly why the item could not fit in the storage
thus giving you more debugging details to fix your stuff.
A large majority of changes is refactoring `PopulateContents()` to
return a list instead of simply creating the item in place so simple 1
line changes & with that we have fixed all broken storages(medical
toolbox. electrical toolbox, cruisader armor boxes & many more) that
hold more items they can handle
**2. Organizes initialization of `atom_storage` for storage subtypes.**
All subtypes of `/obj/item/storage` should(not enforced) create their
own `/datum/storage/` subtype under the folder `storage/subtypes` if the
default values are not sufficient. This is the 2nd change done across
all existing storages
Not only does this bring code cleanliness & organization (separating
storage code from item code like how `/datum/wire` code is separated
into its own sub folder) but it also makes storage initialization
slightly faster (because you are not modifying default values after
`atom_storage` is initialized but you are directly setting the default
value in place).
You now cannot & should not modify `atom_storage` values inside
`PopulateContents()`. This will make that proc as pure as possible so
less side effects. Of course this principle is not enforced and you can
still modify the storage value after `Initialize()` but this should not
be encouraged in the future
**3. Adds support for automatic storage computations**
Most people don't understand how `atom_storage` values work. The comment
here clearly states that
https://github.com/tgstation/tgstation/blob/55bbfef0da70d87455ca8d6fd5c95107eb8dbefb/code/game/objects/items/storage/toolbox.dm#L327-L329
Because of that the linked issue occurs not just for medical toolbox but
for a lot of other items as well.
Which is why if you do not know what you doing, `PopulateContents()` now
comes with a new storage parameter i.e. `/datum/storage_config`
This datum allows you to compute storage values that will perfectly fit
with the initial contents of your storage. It allows you to do stuff
like computing `max_slots`, `max_item_weight`, `max_total_weight` etc
based on your storage initial contents so that all the contents can fit
perfectly leaving no space for excess.
## Changelog
🆑
fix: storages are no longer initialized with items that can't be put
back in after taking them out
refactor: storage initialization has been refactored. Please report bugs
on github
/🆑
## About The Pull Request
Refactors the way we listen for reagent changes. The changes made can be
listed as points
**1. Removes `COMSIG_REAGENTS_PRE_ADD_REAGENT`**
Used to stop new reagents from being added to the holder, its only
application is with the BRPED to stop inserting reagents into
beakers/cells stored inside it.
Rather than using this signal a cleaner solution is to simply remove the
component part's reagent holders' flags which allow us to insert
reagents into it(i.e. `REFILABLE`, `INJECTIBLE`, `DRAINABLE`) and
restore them back when that part is removed thus achieving the same
results.
Thus `add_reagent()` is now slightly faster because it no longer uses
this signal
**2. Removes every other signal used by the reagent holder**
Removes pretty much every other signal used by `holder.dm` which are
`COMSIG_REAGENTS_[NEW_REAGENT, ADD_REAGENT,
DEL_REAGENT, REM_REAGENT, CLEAR_REAGENTS]`
While yes, it is true that all these signals are unique & serve a
specific purpose the problem is no object in code respects their
uniqueness & instead clumps them up all together & hooks them onto one
proc to listen for "reagent changes". You see this code pattern repeated
in so many places
https://github.com/tgstation/tgstation/blob/9277364ef6449262e2c693ff6817925e074c47ce/code/modules/power/power_store.dm#L105
Not only does this look ugly but it also has a memory overhead (4 to 5
signal slots all performing the same action which is a lot compared to
the solution i implemented below). Bonus is that "none" of the
parameters passed to this proc are used so they go to waste as well.
So after removing a ton of code we need something that can still make
the code function which brings us to point 3
**3. Adds a new signal `COMSIG_REAGENTS_HOLDER_UPDATED` to rule them
all**
So if all objects in game are listening for "reagent
changes"[adding/removing, reagents] then we need to look at the proc
that is always called during these changes & that is none other than
`update_total()` so we let that send out a signal and cause all objects
to hook onto this 1 signal instead of 4 to 5 signals as explained in
point 2
## Why It's Good For The Game
This section isn't necessary but i want us to better appreciate both the
code & performance benifits of this PR.
1. First of all its waaaay less code and signals to worry about. Just
look at the number of lines of code removed compared to added. Nothing
more to say
2. Overhead of `RegisterSignal` compared to `RegisterSignals` is less
for obvious reasons
3. `remove_all` is significantly faster as it no longer calls
`remove_reagent()`[which in turn calls `update_total()` &
`handle_reactions()` per call & uses a for loop so its a nested for loop
of doom] for every reagent it removes, instead it does the work by
itself & calls the above 2 procs just once
4. Usually when a reagent is deleted it calls
`COMSIG_REAGENTS_REM_REAGENT` & `COMSIG_REAGENTS_DEL_REAGENT`. So if you
have a holder with like 3 reagents upon transferring/deleting them you
get a total of 6 signal calls!!. Now it's just 3(when using `trans_to`)
and just 1 when using `remove_all/clear_reagents`. Need i say more no
## Changelog
🆑
fix: hydrophonics circuit component actually sets output level when
reagents are changed in the tray
refactor: refactors how code listens for reagent changes. Report bugs on
github
/🆑
## About The Pull Request
I noticed rped was hitting tables instead of being placed on them so
this fixes that, I tested it
## Changelog
🆑 grungussuss
fix: fixed being unable to place rpeds on tables
/🆑
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
## About The Pull Request
**1. Code Improvements**
- Converted vars for playing RPED sounds into defines & proc overrides.
saved some memory
- Created separate storage type for bluespace RPED(cyborg variant had
the same values so it shares this type)
- Improved its datum storage code
- Moved RPED into its own file out of stock parts. Better file
organization
- Autodoc for some procs
**2. Refactor**
- Strictly separates bluespace RPED interaction from normal one. What
this means is
- Removed var `works_from_distance` we now typecheck for bluespace RPED
specifically
- Moved `ranged_interact_with_atom()` from normal RPED into its
bluespace subtype. We now play the beam animation from inside this proc
rather than redundantly checking for its bluespace variant inside
machines `exchange_parts()` & playing it there
- No more snowflacky check for frames. That's handled inside its
`ranged_item_interaction()` proc
Just overall cleaner code
## Changelog
🆑
code: improved code for RPED
refactor: RPED attack chain has been refactored. Reports bugs on github
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>