## About The Pull Request
This PR disables two of the worse languages present on the repo, both
are related primarily to seasonal events that only come around
periodically. Mushroomspeak, and Monkey.
Monkey remains available to synthetic and human-adjacent species, as
well as anthromorph.
## Why It's Good For The Game
The extra languages bloat the languages menu, and these two aren't
particularly used by anyone, so I felt it appropriate to disable it
during the making of #4523.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑 ReturnToZender
del: Mushroomspeak and Monkey are limited to their respective species.
/🆑
## About The Pull Request
Merges Chitinclick and Buzzwords into one language, as well as
Interslavic and Spinwarder, as they overlap with each other.
## Why It's Good For The Game
These languages are effectively the same, and we want players taking
these languages to be able to communicate with each other, to form
comraderie amongst themselves
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑 ReturnToZender
qol: Merges Interslavic and Spinwarder into one language
qol: Merges Chitinclick and Buzzwords into one bug language
/🆑
Changes the secret flag for Piratespeak from TRUE to FALSE
## About The Pull Request
With the merging of #4524 a new issue arises. Bilingual due to the prior
drop-down menu could allow one to take piratespeak as a language.
However, this was not available in the normal language menu. As such,
this PR allows for the ability to select pirate speak from the languages
menu.
## Why It's Good For The Game
More customization is good. I know a few people who take piratespeak,
this allows them to continue doing so. I know elsewhere, in closed PR
#4526 Zender mentions wanting to remove piratespeak from the game
entirely, replacing it with Spacer, but until that decision is made, I
believe that piratespeak should remain as an option.
## Proof Of Testing
<img width="337" height="89" alt="image"
src="https://github.com/user-attachments/assets/d2bfdd15-56b6-4f3f-8d79-f73d5f01756f"
/>
## Changelog
🆑
fix: Re-Enabled Piratespeak after #4524
/🆑
## About The Pull Request
99% of the time you want to do all your implementation-specific
`Destroy` logic and then call the parent, these ones don't. I've seen a
couple of these types getting hard deleted often (especially the taur
body) and I don't trust it
## Why It's Good For The Game
Maybe reduce hard dels
## Proof Of Testing
no but its not gonna break anything and it could unbreak something
## Changelog
No
## About The Pull Request
Adds Marish, Chitinclick and Carptongue to known languages for borgs and
AI
## Why It's Good For The Game
Adds Marish ( the shadekin Mar language) and Chitinclick to known
languages for silicons because shadekin and bug people are often workers
on NT stations and I dont see why NT would not provide the ability for
silicons to understand and communicate with these crew.
Adds Carptongue for the same reason that silicons know how to speak with
monkeys and slimes.
## Proof Of Testing
It compiles and was tested locally.
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Adds Marish, Chitinclick and Carptongue to Silicon's Known
languages
/🆑
## About The Pull Request
"I'm going to extend my break" - Me, 2 days ago
"Hey I should start cleaning up the Skyrat modular folder" - Me, Today
I yet again fall victim to my own hubris
Left out some BUBBER TODOs, feel free to do these if you find them
manageable
## Why It's Good For The Game
We made some old mistakes with some edits (Like commenting out ruins
instead of making them unpickable for the ruin system) (This I fixed,
admins can now bus them in!)
We also made a lot of edits to Skyrat code, a lot of which can be
cleanly merged into their code now
## Proof Of Testing
If it compiles, it works.
Unlike my modularization PR from a year ago this is less fuckupable
## Changelog
N/A, not player facing
* Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople)
* [MIRROR] Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) (#2314)
* Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople)
* Modular adjustments (vox, teshari names)
* Update yangyu.dm
* Delete language.dm
* Remove language.dm override
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Fix 2
* fix 3
* Update monkeys.dm
* test fix
* One modular adjustment
* Ticked
* yeah
* unhardcodes modsuit parts (#82905)
see #70061 but i almost finished it, i only need to go through every
single module and assign it a fitting part
🆑
refactor: modsuits have been refactored if you see bugs report them
fix: admin cargo tech modsuit outfit now works correctly
/🆑
---------
Co-authored-by: Andrew <mt.forspam@gmail.com>
* Revert "unhardcodes modsuit parts (#82905)"
This reverts commit 622968a8e5e9cd142cb4d19bf9775f084a4c17d9.
* Removes language.dm and duplicate species() proc
* Removes modular language subsystem
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Andrew <mt.forspam@gmail.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Makes xenocommon available as a roundstart language.

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
This makes the xenocommon race available to anyone, including xenomorph
hybrids, which are an available race through the character creator.
That's about all I got. I can't really think of a positive benefit to
making this available. It wouldn't even really be useful in the one
niche it has.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
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probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: Xenocommon available roundstart
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
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* Fixes language again
* This is a more efficient way of doing this rather than looping through every single language in existence three times
* Update language_holder.dm
* curse you webedit
* Small improvement while we are here
* Update language_holder.dm
* Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests
* Fixing merge conflicts
* don't forget to ctrl+s!
* Another forgotten file
* urgh
* gets rid of vestiges of update_atom_languages()
and mind language holders
* No longer needed
* Fixes some modular grant_language calls
* Deprecated code
* This was up here before..
* Fixes failing unit tests, refactors silverscale lizards language a bit removing the need for skyrat edits
Removes some no longer needed code
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* initial i think
* stuff
* test
* fix
* close to publishing
* k
* raise akula tail 1 px
* beginning of clothing
* akula species trait initial
* reviews and CI
* head.dm runtime
* some reviews
* oops
* oops 2x
* review
* job equipping
* clothing flavor
* forgot the .dme
* runtime test
* foundation to more clothing
* errors
* almost ready now
* forgot
* new loadout species restriction
* null runtime
* runtime test
* sprite error
* atleast fill this in
* screenshot test
* lots of descriptions
* i forgot to add job clothing values
* get_species_lore
* prepare_human_for_preview fix
will need new screenshot test probably
* screenshot test fix
https://github.com/Skyrat-SS13/Skyrat-tg/issues/20284
* loreupdate
* write it better
* forgor 💀
* dixel fix
* sprite fix
* job outfit armor changes
* reviews
* extra
* desc formatting
* linter
* reviews part 1
* forgot
* reviews part 2
* reviews part 3
* reviews part 4
* forgot
* fixes
* fix for aquatic digilegs
* small
* fire/water balancing like yin and yang
* modularity thing
* aquatic rename
* A fix and change
* moves sphere 1px and loadout thing
* hair bugfiex
* Te Velu Akko
* head internals
* more patches
* akula eyenudge
* Fixes syndicate ghost roles not spawning with codespeak language
* Fixes related NRI issues as well while we're at it
* Fixes a couple issue and adds the new naming scheme
* Phonetic alphabet numbers, fixes trailing space in formatting
* change to NATO numbers rather than phonetic
* final quality sweep
* moved this into the proper place
* Removes the no longer in use 'rank' var
* fixes a runtime
* Update modular_skyrat/master_files/code/modules/mob_spawn/mob_spawn.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Fixes a mistake
* refactor outfit paths
* Doc
* Fixes ashwalkers sometimes spawning without language
* Removes the need for post_transfer_prefs for languages and fixes language prefs not being applied correctly due to a bug
Fixes another bug - the innate language (common) was always being applied when a new mob was spawned on the station, but interestingly it works fine for ghost roles.
My solution to ensure that things are always set up correctly is to use the proc 'adjust_language_to_prefs' to do just that, and call it at the highest level after a mob spawns.
This fixes the bug that was making it so that even if you deselected common from language prefs you'd still get it no matter what. Which honestly I am still fuzzy on the precise cause of because of how much coupling there is between mind code, language holders, and spawning new mobs. The logic of this code is absolutely mental and rather than try to weave things into functions it seems best to just do this instead. Less prone to breakage that way.
* Update modular_skyrat/master_files/code/modules/client/preferences/middleware/languages.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Suggestions
* A more fitting description for this var
* Modifies language perk tooltips to better fit the codebase, refactors do_not_sanitize into a whitelist instead that can be configured for species
The Ashwalker tooltip inaccurately listed common as a language they were able to speak. Also slightly changed the wording of the rest of the tooltips to reflect the fact it is possible to disable a species' native tongue via prefs.
Refactored the 'do_not_sanitize' var to use a whitelist instead, allowing for more reliable sanitizing and also more configuration for new species to have such features.
* rephrasing
---------
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* adds selenian and xerxian languages
* Update modular_skyrat/modules/customization/modules/language/selenian.dm
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
* I LOOOOOOVE NOT BEING ABLE TO RESOLVE CONFLICTS
* Update tongue.dm
* change the language dmi to the old one so i can fix this fucking merge conflict
* CAN YOU WORK NOW......?
* changes shit from "arabic" to "xerxian"
* FUCK YOU
* fixes dme
* Just popped a bean
* updates xerxian icon (THANK YOU ORION)
* REST IN PEACE SELENIAN I LOVED YOU SO SO SO MUCH AND YOU WERE SO GOOD TO ME I WILL MISS YOU DEARLY OH GOD ILL MISS YOU SO FUCKING MUCH
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
* Pirate b-gone!
* Monkey and beachbum next!
* Sorry mushroom, but like, no one uses you-
* Revert "Auxiliary commit to revert individual files from cda0bf7358b76614e31597fdb017116365bd5b77"
This reverts commit 6ef611cfdd871ade70301c5f015cbba50e9eb889.
* Modular secret var!
* Revert "Auxiliary commit to revert individual files from d8e6ef9e2becb302ddb4f1a95d19e1bf9191b33a"
This reverts commit 4b2d099c4093ed05d3b62af1239ba24843b95461.
* Reflavour piratespeak, restore it to pirates
* Oops
Co-authored-by: mcmeiler <83819203+mcmeiler@users.noreply.github.com>
* Uh no
* Add more syllables!
Might want more, but I'm having a hard time thinking of stuff that'd fit-
* Bye pirate reflavour, next PR for you!
* Bye slated to be removed languages!
* Reflavour some languages
* Oop, forgot a file-
* A few files, actually-
* Last of the changes for now!
* Happpy-golden-inating
* Better formatting of Gutter's description!
* Update piratespeak.dm
* Yangyu syllable expansion!
* Oops!
* Less chance for long Yangyu syllable chains!
Co-authored-by: mcmeiler <83819203+mcmeiler@users.noreply.github.com>
* Pirate b-gone!
* Monkey and beachbum next!
* Sorry mushroom, but like, no one uses you-
* Revert "Auxiliary commit to revert individual files from cda0bf7358b76614e31597fdb017116365bd5b77"
This reverts commit 6ef611cfdd871ade70301c5f015cbba50e9eb889.
* Modular secret var!
* Revert "Auxiliary commit to revert individual files from d8e6ef9e2becb302ddb4f1a95d19e1bf9191b33a"
This reverts commit 4b2d099c4093ed05d3b62af1239ba24843b95461.
* Reflavour piratespeak, restore it to pirates
* Oops
Co-authored-by: mcmeiler <83819203+mcmeiler@users.noreply.github.com>
* Uh no
* Add more syllables!
Might want more, but I'm having a hard time thinking of stuff that'd fit-
* Bye pirate reflavour, next PR for you!
* Bye slated to be removed languages!
* Commit suggestion!
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: mcmeiler <83819203+mcmeiler@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Fixed Shakers, Added Katana to saboteur.
* Added station languages to Sillicons
* that kinda gatto
* removed piratespeak
* gatto
* i don't know why, i don't want to know why
but somehow, if i put the sugar reagent somewhere else, it's fucking work
* Initial commit, first PR added, small sprite tweaks done myself
* hardsuit tail sprite and more modifications
* Language and stuff, most of second PR
* idk what I did here because I slept between commits but probably a lot
* Adds many many matrix coloured earsprites fuck me this was a lot of work
* Species page, body markings and final cosmetic changes
* Small tail tweak
* Small clothing sprite tweak
* Linter: trailing newline
* schechi icon made, code clothing moved to modular/master file
* Some suggestions implemented
* Comments etc
* snake_case
* Changes var names, rejects body size modification
* again but properly this time
* Moves clothing pixel stuff into defines
* Quirks can be restricted for some species now
* And now it actually works
* Move to modular file
* removes species quirk stuff
* Fixed Schechi
* Fixes 0 damage punch, made a husk sprite
* improves clothing sprites, fixes offsets of 'certain' bodyparts... :/
* Nevermind, it just doesn't work, no dicks for you
Co-authored-by: Ranged <nickvanderkroon@gmail.com>