Is this even working
Oooough
ok I'll crack at this
couple more fixes
Probably the worst of all my commits so far
Seriously, someone needs to check this.
It compiles
update atmos
stuff
update paths
snakes
linters 1
linters again
more CI
whoops
Update map_previews.dmi
Kills loose limbs
The component it used no longer exists.
podperson
CI Fixes(?)
Linters
## About The Pull Request
Makes a number of changes to blacksmithing to make the role more
appealing, convenient, and special:
<details>
<summary>New Additions</summary>
- [ ] Added a new blacksmith recipe that requires legendary skill and
the skillchip: parts for a classical single-action revolver. High
damage, but finnicky to use; no safety mechanism, can't accept speed
loaders, and the hammer has to be cocked before each shot. Cocking the
hammer is faster if both hands are free, allowing for fanning the
hammer.
- [ ] Smiths can now make new storage options: a cowboy holster that
stores a handgun and multiple ammo boxes, a charging belt that recharges
one energy gun, a botany bag with expanded storage, and multiple types
of scabbards.
- [ ] Added a new skillchip specific to blacksmithing; without the
skillchip, your options on what you can produce via smithing are
reduced. This is to make it so that the smithing job role (or at least,
whoever has been given the skillchip from the QM's locker) is more
special. Currently smithing is just sort of something anyone can do, the
only things unique about spawning in as the blacksmith is that you have
cargo access and smithing-specific bounties.
- [ ] Replaced the water barrel with a new structure: the reagent
quenching trough. This spawns in filled with a new reagent, quenching
oil. Quenching a smithing item in the trough with any reagent will imbue
it for zero reagent use, and heat the trough's reagent.
</details>
<details>
<summary>General direction changes</summary>
- [ ] Perfect hits are no longer probability-dependant; they're based on
the player's timing. Except if the player is max level at blacksmithing,
in which case all hits are perfects.
- [ ] Right-clicking with a hammer on the anvil will allow the player to
automatically forge the item they're working on, with a slower pace
compared to manual forging. This is mostly meant to allow talking to
someone while working on forges.
- [ ] Removed multi-anvil smithing; blacksmithing lacks a dedicated
space on most maps and so must occupy a hallway or something else
instead. "Playing optimally" with multi-anvil smithing means taking up
significantly more space, in addition to looking extremely silly and
bypassing part of the loop with blacksmithing (levelling up the smithing
skills to produce equipment faster); the smithing chip will reduce the
swings needed to finish a job to compensate.
- [ ] Reworked reagent imbued equipment; removed the bonus from leaving
a weapon unimbued. This bonus can now be regained specifically by
imbuing smithing oil (smithing oil is special; imbuing it doesn't
inflict it as a reagent for effects, but makes the armor/weapon/etc.
better by numbers). Also, reagent imbued equipment no longer has a big
damage multiplier but will merely stop applying reagents after a certain
integrity threshold is passed.
- [ ] Significantly reduced the income from smithing cargo bounties. It
honestly kind of sucks that blacksmiths' value to the station is that
they print money and not for the actual quality of their items.
- [ ] Blacksmiths now have weapon access by default. It's honestly kind
of weird that the guy whose whole schtick is making weapons, didn't have
weapon access to start.
- [ ] Moved the crusader belt from the general crafting menu to the
smithing crafting menu; it now requires lv7 smithing and the smithing
chip. This change is because it's highly contingent on blacksmithing
equipment for its main storage so it seems most sensible for a smith to
work it.
- [ ] The leather apron that blacksmiths roundstart with now has
dedicated storage for various smithing and glassblowing tools.
</details>
<details>
<summary>Interactivity changes</summary>
- [ ] Trying to pick up a heated blacksmith item will now burn your
hand.
- [ ] Various quenched smithing items now have associated force values
for dealing damage, but will also (usually) cut the user's hand for
doing so.
- [ ] You can now use water tiles or certain reagent containers (needs
at least 300 units) to quench smithing equipment.
- [ ] The forge now heats up it's surroundings and burns carbon dioxide
while doing so. The wall-mounted heater now auto charges it's cell to
compensate for this.
- [ ] You can now weapon-bash your blacksmithing shields, similar to how
you can slap your baton against your riot shields to intimidate.
</details>
<details>
<summary>Convenience and misc.</summary>
- [ ] Changed the Rapier sprites to match the other smithing weapon
sprites.
- [ ] Added more tutorial tooltips when inspecting blacksmith equipment.
- [ ] The blacksmithing noises are quieter, thank god.
- [ ] Using tongs on a stack now pulls only one item from the stack,
instead of pulling all items in the stack. You never actually want to
have more than one sheet in the tongs so there's no reason to include it
really.
- [ ] Completed blacksmith items can now be picked up with tongs and
placed into the crafting bench with them. This is meant to reduce the
tool-juggling for moving the item from the anvil to the basin, then
moving the item from the basin to the bench.
- [ ] The blacksmith ID trim now has an actual icon
- [ ] Commented out the cortical borer cage recipe. We don't really need
this since we don't run cortical borers.
- [ ] Halved the number of necessary chains and plates for all recipes,
but doubled the time needed to hammer them; this is to reduce how much
item juggling is needed.
- [ ] Cargo guards and cargo secoffs now have blacksmithing access.
- [ ] Ensure that Ashwalkers, Primal Podpeople, and feral nekos have all
the same mechanics as a skillchipped crewie, except cannot make the
revolver
</details>
<details>
<summary>Code refactoring</summary>
- [ ] The reagent clothing and reagent weapon components now come from a
general reagent imbued parent component.
- [ ] Refactored how anvil smithing works; it now relies on an item
component that handles item heat, hammer strikes, and quenching, instead
of all the code being handled within the anvil itself.
- [ ] Removed the skyrat_obj_flags variable that only functioned for the
anvil_repair flag and nothing else. We have different ways to check for
the stuff it relied on so it's not really needed.
- [ ] Removed the in_use code from various forging objects. It's a
really cumbersome system and annoying to manage all the time. Doafters
with interaction_key stand as a replacement.
</details>
Overall, in the hands of blacksmiths, smithing-chipped characters, and
the tribal factions, this should feel like a general buff. For everyone
else, this should feel like a nerf, and they should go to the blacksmith
or get skillchipped so they can make smithing stuff. It should also feel
less 'shallow' and a bit more interactive with the rest of the game.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="180" height="108" alt="image"
src="https://github.com/user-attachments/assets/fff5bf67-2f6b-42e6-b8a6-920b5ef8bf26"
/>
<img width="399" height="52" alt="image"
src="https://github.com/user-attachments/assets/f7a1f395-d060-49ad-848f-52d0e4303177"
/>
https://youtu.be/hcPZXzCOSIUhttps://youtu.be/V7GeLetcRtkhttps://youtu.be/YEyW9pKidTU
</details>
## Changelog
🆑
add: Way, way too many blacksmith job features & smithing system changes
to list. But here's the highlights:
balance: Forged blacksmith weapons can now be used nonlethally via
striking with pommels, spear shafts, etc. which knocks down victims and
stamina damages them like a weaker baton.
qol: Blacksmith tongs now only pull one item at a time, if used on a
stackable item.
qol: Blacksmiths can now auto-smith at an anvil by right clicking with a
hammer.
qol: Blacksmithing tools now have more tooltips to tutorialize their
usage.
qol: Blacksmithing crafting bench can now store item stacks, forging
plates, and forging chains. Right-click to view what's in it.
balance: Removed multi-anvil smithing. Individual smithing pieces can
now be made faster with the smithing chip and other means to compensate.
add: Blacksmiths can now build a single action revolver if they are
fully levelled.
add: Blacksmiths can build a variety of new equipment at the crafting
bench -- gun-charging holsters, knife belts, multiple types of
scabbards, and even a new expanded-storage botany bag.
add: Replaced the water barrel for smithing with a barrel of smithing
oil; smithing oil is now used to grant the bonuses that was previously
given by leaving the item unimbued. The new barrel can have its contents
changed for reagent imbuing.
add: A new reagent "smithing oil" which gives innate bonuses to any
blacksmith equipment imbued using it.
balance: Material types now affect the quality of resulting items and
how quickly they can be forged.
balance: The reagent smithing hammer now has increased toolspeed if
forged well.
balance: Reagent imbuing's durability penalty has been altered; it
reduces durability for each time an imbue effect procs, and then stops
functioning for such when below a certain durability percentage.
/🆑
---------
Co-authored-by: Mathilde <146444134+ibexgoetia@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
This PR adds a simple holiday spawner type that can be used for objects
that are only spawned if the holiday they're associated with is being
celebrated. Right now it has three subtypes, all related to the kitchen
(liquid ingredient, powdered ingredient, meat ingredient).
The involved holidays are the fictional tiziran and mothic festivities
Atrakor's Might and Fleet Day. Extra stuff is also spawned on Bee Day
and Beer Day. On Vegan Day, the monkey meat slabs in the meat fridges
are replaced with plant-based meat slabs (killer tomato slices and pod
people meat, plus veggies) and the fridge is renamed from "meat fridge"
to "vegan fridge".
This PR also adds a few more holiday-specific mail objects such as
Speak-Like-a-Pirate Day, Fleet Day, Atrakor's Might, Chernobyl's
Disaster Anniversary (it's just a geiger counter), Monkey Day and
Draconic Language Day.
EDIT: I've decided to make the bar backroom beer keg into a spawner that
will spawn special kegs on specific days (otherwise it's a 1 in 25
chance). These kegs can contain drinks a little more refined than the
average beer keg. Also it comes with a resprite of kegs because the old
one was starting to look a little ass compared to other reagent
dispensers.
## Why It's Good For The Game
For being fictional festivities revolving around food and culture, and
despite the lot of recipes for moths and lizard people, we aren't
offering anything to chef players to let them cook said recipes beside
what's given on any bog-generic round. This is a step toward a slightly
less lackluster implementation of those festivities and recipes into the
game. Also chance for cooler kegs for the bartender.
## Changelog
🆑
add: The kitchen fridges may have additional ingredients on certain
holidays, in particular Atrakor's Might (lizardpeople) and Fleet Day
(mothpeople), and Vegan Day.
add: Added a few more holyday-specific mail items.
add: Replaces the beer keg in the bar backroom with special kegs on St.
Patrick's Day, Beer Day and Speak-Like-a-Pirate day. On any other day,
there's a chance that the beer keg will be replaced with one containing
whiskey or rum, or in rare cases, one of those special kegs.
imageadd: resprited the keg as well.
/🆑
## About The Pull Request
Replaces the centdrobe and commdrobe in the interlink admin office with
a simple intern uniform and hat and scarf because I saw someone grab
centcom gear from that office once and use it on station. Also removes
the centcom stamp from the interlink admin office.
## Why It's Good For The Game
Prevents people from getting and abusing the "free" centcom stuff.
## Proof Of Testing
loads properly upon building and running.
---------
Co-authored-by: Cabbage <supredoode@gmail.com>
## About The Pull Request
The ERT wing of Centcom (the west-most part with the briefing room,
commander's office and the ferry bay) has been updated to make it more
up-to-date with the decoration tools that we have, as well as make it
easier for admins to control where their ERTs go.
Case in point:
<img width="539" height="749" alt="image"
src="https://github.com/user-attachments/assets/d9d934f3-8eb8-44a1-96c5-5e5d1c5c50bb"
/>
The pod bay now has direct access to the briefing room! This door starts
bolted by default, but there's also four handy buttons in officer's
portion of the briefing room that control bolts for the hallway doors,
pod bay doors, the quick access into the briefing room, _and_ a button
that open/closes the hallway shutters as well.
There's also a regular ID console to allow for changes to be made to IDs
outside of the central command access.
This makes it a lot easier to get ERTs into the fray a lot quicker,
rather than having to herd them through the hallway then back into the
pod bay if things have already hit the fan.
Other small changes include an extra C4 in the armory, moving the lights
in the pod bay to underneath the windows (so that it no longer tries to
pod out the floor lights when you send your ERT), a mechanical toolbox
and some assorted medkits available in the briefing room... There's a
few other things too, but nothing too drastic! I tried to keep the
same-ish layout overall.
<img width="991" height="929" alt="centcom"
src="https://github.com/user-attachments/assets/7151be4a-f01c-4ee6-ad68-6c284fa8dd30"
/>
## Why It's Good For The Game
CentCom has remained relatively the same ever since I joined back in
2019, and I felt like we're at the point where so many of our systems
and visuals have come so far and centcom has been relatively left
behind. Central Command is where a lot of event roles start and the
briefing room is incredibly useful for giving a team the low-down of
what's happened - or any member of the station that's been extracted
from the station. Updating the briefing room and most of the wing around
it gives it a fresh coat of paint, and will hopefully allow players &
admins more roleplay opportunities overall.
Opening up a door directly into the ERT bay and giving the briefing
officer several buttons to control which doors are bolted also makes it
way easier for admins to herd an ERT.
## Changelog
🆑
map: Centcom's ERT wing has been updated, including a new door that
leads directly to the pod bay and buttons to control the doors!
/🆑
Bottom Text
## About The Pull Request
Makes a couple changes to the Interlink:
- Departures pod docking area is redecorated to resemble an airplane
takeoff strip. The waiting area likewise resembles an airport waiting
area.
- All latejoin spawns have been moved to the departures lounge.
- Accesses to the Interlink bar and kitchen are no longer bartender/chef
specific.
- The northeast fake shuttle and security checkpoint are completely
removed.
- The dormitories have been completely revamped. There are now four
medium-size dorms close to the shuttle and three large
Nebulastation-inspired dorms further from it.
- The SAD in the locker room west of the departures waiting area has
been moved so that it's more visible.
- The art lounge immediately south of the departures pod has been
remodelled to look like a fancy, high-class lounge. Also, more lighting
has been added so that you can actually see the large paintings placed
up, and a Lustwish vendor is added here.
- All vending machines are edited to have `shut_up = true` to prevent
them from spamming voice lines as you ERP. Also, the art lounge vending
machine area is slightly expanded to have the meal vendors as well.
- The dirt path area west of the coffee lounge has been altered -- it is
now a patio. This area also has a slightly better picnic spread (it has
pillows) as well as an unlit campfire and a statue.
- Lights have been added to dark areas in various places.
- The admin office in the southeast has been moved down to make space
for a new map feature: a copy of the ghost cafe shuttle. (Functionality
to teleport players to the ghost cafe TBD later)
## Why It's Good For The Game
The Interlink is one of the more dated-looking parts of the game
currently, between low-detail mapping in some places, obvious
copypasting of rooms, and being confusing to navigate for new players --
all issues intensified by the fact that it's almost guarenteed to be the
first thing new players see upon joining our server for the first time
so it's not a good first-impression of our server.
I would like for more to be done in the future, but presently, what's
here is good.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1218" height="992" alt="image"
src="https://github.com/user-attachments/assets/f0bcd276-1140-4263-bfb2-2e6c14b864df"
/>
<img width="1234" height="933" alt="image"
src="https://github.com/user-attachments/assets/3160f7c6-5d31-4564-b59f-149cbae3cce1"
/>
<img width="1183" height="861" alt="image"
src="https://github.com/user-attachments/assets/0abaa390-6701-4f14-b6f9-7df996d0c575"
/>
<img width="1191" height="705" alt="image"
src="https://github.com/user-attachments/assets/c3ebcc25-7995-473f-a2bf-2e6452d58e9d"
/>
</details>
## Changelog
🆑
map: The interlink has been given a significant update in multiple
spots.
/🆑
## About The Pull Request
Adds vitals monitors to medbay
<img width="368" height="292" alt="image"
src="https://github.com/user-attachments/assets/af32ef4b-5d20-4d9d-bb0d-bec554dd4dbc"
/>
These are wall mounted monitors that display a patient's state visually:
- The doll on the left shows bodypart damage + missing bodyparts
- The droplet next to the head shows blood level, from a bright red to a
grey
- The top bar shows heart rate (an approximation - stops when dead,
speeds up in hard crit), as well as overall health
- The second to the top shows respiration (stops when not breathing)
- Second from the bottom bar shows oxyloss level
- Bottom bar shows toxloss level
You can **examine** a vitals display to get a condensed health analyzer
output to your chat. (This lets the AI see health scans as well)
They beep as patient conditions betters or worsens, though I didn't add
any sound FX to it (yet), it's just a runechat message.
They can link to most machines that accept an occupant - such as cryo
cells and stasis beds - as well as operating tables.
They are printable in two forms - basic and advanced, the latter
requiring tech and does advanced scans on examine, rather than basic
scans.
The displays are mapped in every surgical theatre, as well as over most
stasis beds and by a few cryo cells.
## Why It's Good For The Game
I made these to cut down on juggling the health analyzer when trying to
determine how a patient is faring. (And also to add to medical larp.)
Currently while monitoring a patient's state you have to spam click them
with your scanner and fill up your chat.
This is cumbersome and distracts you from the rest of chat.
The vitals display provides a visual feedback for how a patient is
doing, no spam clicking needed unless you need specific details like...
organ health.
Some other benefits:
- AI can now monitor patient health without a shell.
- Other doctors don't need to crowd around a patient, they can step back
to watch the screen instead.
- Visitors don't need to rush in and print an analyzer to see how a
patient is doing either.
## Changelog
🆑 Melbert
add: Adds vitals monitors, mapped into the medbay treatment center,
cryogenics, and every surgical theatre. They act as wall mounted health
scanners, providing visual feedback for a patient's health.
/🆑
## About The Pull Request
Floppy disks received a sprite upgrade, as well as unique wraps:
<img width="364" height="150" alt="image"
src="https://github.com/user-attachments/assets/0ac433e3-7432-4c06-bec2-aeae00b6852f"
/>
<img width="786" height="527" alt="image"
src="https://github.com/user-attachments/assets/0f36bd0d-0362-4431-8131-49060a2fe348"
/>
You can now stack floppy disks! They also scatter around when thrown.
The video also showcases new styling options with a selection of
stickers! You can also write something on the disk instead of selecting
an icon:
https://github.com/user-attachments/assets/ff0a8542-9d79-4108-ae46-672ca5d620a2
MOST disks now inherit the `/item/disk` type to properly stack and do...
stuff. An updatepaths script included.
## Why It's Good For The Game
Old school is cool. Stacking disks makes them feel more authentic, while
styling allows for more crearivity!
## Changelog
🆑
add: New unique wraps for floppy disks
qol: Floppy disks can now be stacked
image: New sprites and stickers for floppy disks
map: Added and ran an updatepaths script
refactor: Most disks are now under the base disk item type
/🆑
---------
Co-authored-by: The-Tyrant <tyrantofgaming@gmail.com>
## About The Pull Request
Title. Porting https://github.com/NovaSector/NovaSector/pull/5020 by
[unit0016](https://github.com/unit0016), an OG. I love them which is why
I shamelessly stole and ported this.
## Why It's Good For The Game
Less piggybacking is good, it also does some... Good...Code... Stuff???
I dunno
## Proof Of Testing
TBD
## Changelog
🆑 LT3, unit0016, OrbisAnima, vinylspiders, Hydrosatan, theSelfish
add: The infinidorms have been rewritten and rethemed significantly,
coming with a handful of new rooms in the process.
fix: Ghost Cafe fishing doesn't affect station lootpools.
fix: Cafe Visitors, like plasmamen and vox get cannisters.
fix: Even if the Ghost Cafe somehow get radios, they won't transmit
anymore. This includes Borgs.
fix: Somehow, multitools returned to Ghost Cafe belts.
del: The not working Vox Box is gone from the Cafe.
code: Instead of being automapped, the Interlink CC office has been
merged into the map.
/🆑
---------
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
Looks over all offstation map files save for shuttles & bitrunning
domains for piping & cabling defects, inefficiencies, & deviations from
standard design. Any defects explainable as the result of damage have
been ignored, obviously. As usual, no pieces of equipment other than
piping & cabling were moved.
A few gameplay-effecting issues were addressed:
The Icebox Thing ruin's medical section had a scrubber disconnected from
the main line.
The Lavaland Beach Biodome had an injector for its scrubber line into
the outdoors, but as the outdoors are unpowered it has been replaced
with a passive vent.
The Lavaland Surface Gas Station's oxygen tank was on the incorrect
piping layer. This tank has also become an air tank, instead.
The Lavaland Surface Gas Station's central air vent was disconnected.
The Film Studio's crew's bedroom's vents were disconnected.
The Haunted Trading Post(space donk co ruin with the AI chamber) was
surrounded by electrical grille spawners, but these spawners spawn
yellow cables while the ruin uses red cables. They have been replaced
with a new layer 1 electrified grille spawner.
The Waystation ruin was hotwired due to electrical grille spawners.
The "Research" gateway's Dorms & Medbay APCs were disconnected.
A few maps have an incredibly large amount of useless cables, these
being the Icebox gas station & comms agent outpost, & the interdyne
space ruin. These cables are being left in under presumption of intent.
One map, the "the_outlet" space ruin, has air pipes leading to all of
its air alarms, for an indiscernible reason. These pipes are also being
left in under presumption of intent.
## Why It's Good For The Game
Just because they're all dead or criminals doesn't mean they like
wasting credits on piping, or that they don't have standards.
Solves the issues mentioned above.
## Changelog
🆑
map: A great deal of offstation structures have been given more
efficient piping & cabling.
map: Several offstation structures have had piping & cabling issues
resolved.
/🆑
## About The Pull Request
Continuation of #94059. Replaces the following signs with their
directional helpers
- `/obj/structure/sign/departments/cargo :
/obj/structure/sign/departments/cargo/directional`
- `/obj/structure/sign/warning/vacuum/external :
/obj/structure/sign/warning/vacuum/external/directional`
## Changelog
🆑
qol: added mapping directional helper for cargo & vacuum signs allowing
them to interact with fire/acid on their mounted turf
/🆑
## About The Pull Request
There is technically an `/obj/item/stamp/granted` in that one traitor
objective refers to it and tries to override a proc on it thus making it
a valid type, but not really. This changes the base `/obj/item/stamp`
from being the granted stamp to being an abstract type, and creates a
proper subtype for the granted stamp.
## Why It's Good For The Game
Base types being concrete outside of scenarios where its intuitive are
very annoying
## Changelog
🆑
code: makes /obj/item/stamp abstract, creates /obj/item/stamp/granted
/🆑
## About The Pull Request
Continuation of #94059. Replaces the following signs with their
directional helpers
- `/obj/structure/sign/warning ->
/obj/structure/sign/warning/directional`
- `/obj/structure/sign/warning/radiation ->
/obj/structure/sign/warning/radiation/directional`
- `/obj/structure/sign/warning/secure_area ->
/obj/structure/sign/warning/secure_area/directional`
Depends on #94076 for diagonal wall mounts
## Changelog
🆑
qol: added mapping directional helper for warning, radiation & secure
area sign allowing them to interact with fire/acid on their mounted turf
qol: adds mapping helper to create diagonally shifted objects
/🆑
## About The Pull Request
Improving upon #93662 where i noticed a lot of objects don't have
directional helpers
Replaces the following mapped in objects with their directional
counterpart
- `/obj/structure/sign/nanotrasen ->
/obj/structure/sign/nanotrasen/directional`
less var edits & also more realistic interaction with fire/acid etc if
the turf on which they are placed on is attacked which isn't the case if
they are directly mounted on walls
## Changelog
🆑
qol: adds mapping directional helper for nanotrasen sign & replaces all
var edited instances
/🆑
## About The Pull Request
This 1st has to be PR'd so the integration tests can point out all
wallmounts that could not find a support structure to mount on. I then
will do many map edits to align them onto the closest atom
Yes we no longer use wall mount but atom mounted component. All objects
that are mounted on windows/tables & fences now also fall off when
destroyed
It'll probably be a WHILE before I can fix all wall mounts. Long day.
Expect me to misalign many stuff to fix failing CI so make sure to
provide suggestions when possible
Improved wallmount code overall
- Fixes#93793
## Changelog
🆑
fix: fixes all incorrectly maploded wall mounts that aren't actually
hanging on any support structure
fix: objects mounted on tables, windows & fences also fall off now when
destoryed
qol: lights can be mounted on windows
qol: cameras can be mounted on windows
qol: buttons can be mounted on tables
refactor: improved how wall mounts interact with objects as a whole
report bugs on github
/🆑
## About The Pull Request
Missing these two causes a runtime whenever you spawn in, and certain
verbs won't work without them (spawn debug full crew won't work without
an observer landmark)
## Why It's Good For The Game
Make absolute minimum define more usable
## Changelog
N/A
## About The Pull Request
Title.
Tested it, it worked.
I also changed the alien room to use more alien stuff, added the fake
chameleon gun and made the fake lava not burn you naked.
## Why It's Good For The Game
Mostly code.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Ghost Cafe now has a fake chameleon gun.
fix: Fake lava is now actually fake, woo!
fix: Advanced tools are back in the Cafe, woo!!
add: Cafe visitors now know wires.
/🆑
loads a smaller centcomm and map, this reduces init time to like 10
seconds.
## Why It's Good For The Game
for when you want to test something real quick and you don't need a full
environment
## About The Pull Request
Gets, yet again, more granular with multiload capabilities, by
introducing `AMMO_BOX_MULTILOAD_OUT_LOADED`; ammo boxes flagged with
this can speed-load ammo boxes that are currently inside another gun,
like revolver cylinders or internal magazines.
To accomodate for this, the previous flag that covered this,
`AMMO_BOX_MULTILOAD_OUT` can no longer speedload into currently loaded
magazines (e.g. internal magazines, including revolver cylinders).
Also implements a base type for speedloaders, moving .38 and .357
speedloaders along with .310 stripper clips to this type, instead of
being ammo boxes. Also features an UpdatePaths script for mappers, which
is why there's so many files touched - repathing is a pain.
Also also adds fancy types for ammo boxes, magazines, and speedloaders,
which isn't particularly player-facing.
Also also also makes the lionhunter ammo strip for the lionhunter rifle
visually three rounds only instead of being perpetually half-full (or
half-empty, depending on your pessimism).
## Why It's Good For The Game
The hypothetical case of "ammo box that holds shotgun ammo" should
probably... not... teleport as much of its ammo as possible into a
tube-fed shotgun, but should probably still be okay at reloading
magazines that actually go into shotguns. Or something.
More relevant, reloading BR-38 magazines with speedloaders, while funny,
probably also shouldn't be teleporting in six fresh rounds.
## Changelog
🆑
balance: General ammo boxes (not speedloaders, not stripper clips) can
no longer multiload into currently loaded magazines (revolver cylinders,
internal magazines).
balance: Speedloaders are now a separate type from ammo boxes, and can
only multiload into currently loaded magazines e.g. revolver cylinders.
qol: Ammo boxes, magazines, and speedloaders now have fancier types for
spawning in by admins.
sprite: Lionhunter ammo clips are visually smaller now.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
### Main changes
Across all station maps, emergency shuttles, and arrivals shuttles, the
Emergency NanoMeds (wall mounted medical supply vendors) have been
replcaed with Deforest First Aid Stations.
<img width="303" height="410" alt="image"
src="https://github.com/user-attachments/assets/efc1133b-09d8-4a35-8690-d8b1ebae7cba"
/>
Deforest First Aid Station have an internal supply of healing which
recharges slowly over time (1/10th of the pool is recharged every 30
seconds).
To access this healing, users must insert their arm into the machine
with left click. (Or you can mouse drop other people into it.) Once
their arm is in place, some of the internal supply will be used up to
heal the user. The internal supply can heal brute, burn, tox, and blood
loss. This is straight, instant healing - so it doesn't trigger
allergies or nothing. However, if you insert a robotic arm, it will
refuse to heal you.
Users are charged every time healing is dispensed - 2.5 credits per unit
of damage healed. Payments go to the medical budget, same as kiosks.
You can also right click the machine to dispense gauze for 16 credits.
On **red alert** (or for medical staff, or on emergency shuttles), all
charges are waived. (It's free)
Also you can emag it so it causes damage instead. Funny.
### Other changes:
Buffs the contents of emergency nanomeds
Reverts bridge advanced medkits to normal medkits
## Why It's Good For The Game
Wall vending changes:
People want options to heal chip damage beyond visiting the bar but we
also don't really want people to load up on boat loads of medical
supplies. So here we are: A machine fully capable of healing minor
injuries that you can carry along with you.
If you're missing like 4-6 brute or toxin damage, you can visit a first
aid station and pay 15 credits to top yourself off. This is of course on
top of all the other options available to you, such as getting a hearty
meal, some variety of drink from the bar, sleeping in dorms, water
coolers, etc.
The limited pool + cost requirement prevents you from going 0-100, so
you still have to go to medbay if you are severely wounded or your ID
was stolen.
Nanomed changes:
Now that they are considerably less common once again, they can have a
decent stock.
Advanced medkit changes:
I don't really see the justification behind handing these out so freely,
and given the medical stations will have adequate extra healing for the
command staff, they don't need these.
## Changelog
🆑 Melber
balance: Advanced first aid kits in the bridge are back to being normal
first aid kids
balance: Emergency Nanomed vendors have larger stocks and better
supplies
add: Replaces a majority of Emergency Nanomeds on stations and shuttles
with Deforest First Aid Stations. Left clicking these stationary
machines will heal minor damage and blood loss over time - at a (small)
price. Right clicking them will provide gauze, also for a price. All
costs are waived on shuttles, during red alert, or for medical staff.
You can also click-drag to have other mobs use the machine. However,
robotic limbs need not apply.
/🆑
## About The Pull Request
Reset several TG maps to the upstream state they were in in the latest
commit of our last upstream pull
(https://github.com/tgstation/tgstation/commit/7e87521ba4c6fa88ac8836e88083873d6f1a259a)
**NOTE: This has absolutely no effect on the maps contents, the
differences in our version and upstream's were purely in TGM keys**
## Why It's Good For The Game
At some point, presumably years ago, edits were made to these TG maps
and then undone by way of editing the map instead of reverting the
commit, the way the TGM map format works made it change some of the map
keys in such a way that it differed from upstream's files, but remained
identical in terms of map contents. The purpose of the PR is just to
reset the files so that during upstream pulls it doesn't have to do auto
merge resolution because of the differing keys.
## Proof Of Testing
```
dmm-tools.exe diff-maps .\_maps\map_files\Deltastation\DeltaStation2.dmm D:\Projects\tgstation\_maps\map_files\Deltastation\DeltaStation2.dmm
.\_maps\map_files\Deltastation\DeltaStation2.dmm
D:\Projects\tgstation\_maps\map_files\Deltastation\DeltaStation2.dmm
dmm-tools.exe diff-maps .\_maps\map_files\IceBoxStation\IceBoxStation.dmm D:\Projects\tgstation\_maps\map_files\IceBoxStation\IceBoxStation.dmm
.\_maps\map_files\IceBoxStation\IceBoxStation.dmm
D:\Projects\tgstation\_maps\map_files\IceBoxStation\IceBoxStation.dmm
dmm-tools.exe diff-maps .\_maps\map_files\MetaStation\MetaStation.dmm D:\Projects\tgstation\_maps\map_files\MetaStation\MetaStation.dmm
.\_maps\map_files\MetaStation\MetaStation.dmm
D:\Projects\tgstation\_maps\map_files\MetaStation\MetaStation.dmm
dmm-tools.exe diff-maps .\_maps\map_files\NebulaStation\NebulaStation.dmm D:\Projects\tgstation\_maps\map_files\NebulaStation\NebulaStation.dmm
.\_maps\map_files\NebulaStation\NebulaStation.dmm
D:\Projects\tgstation\_maps\map_files\NebulaStation\NebulaStation.dmm
dmm-tools.exe diff-maps .\_maps\map_files\generic\CentCom.dmm D:\Projects\tgstation\_maps\map_files\generic\CentCom.dmm
.\_maps\map_files\generic\CentCom.dmm
D:\Projects\tgstation\_maps\map_files\generic\CentCom.dmm
dmm-tools.exe diff-maps .\_maps\map_files\tramstation\tramstation.dmm D:\Projects\tgstation\_maps\map_files\tramstation\tramstation.dmm
.\_maps\map_files\tramstation\tramstation.dmm
D:\Projects\tgstation\_maps\map_files\tramstation\tramstation.dmm
```
These are map diffs run for all 6 maps, the bubber repo is on the
current master branch, and the tg repo is checked out to the commit
mentioned above, the lack of output except for the map name indicates
the two maps are identical in contents.
## Changelog
N/A
## About The Pull Request
an update paths to convert `/turf/open/space : /turf/open/space/basic`
## Why It's Good For The Game
From what i can tell there is 0 reason to use non-basic space turfs in
maps and this should be a free <sub><sup>*micro micro micro
micro*</sub></sup> optimization. consistency and avoiding confusion on
which one to use
## Changelog
🆑
map: converts all non-basic space turfs to space/basic
/🆑
(cherry picked from commit 2f932ccc88)
## About The Pull Request
an update paths to convert `/turf/open/space : /turf/open/space/basic`
## Why It's Good For The Game
From what i can tell there is 0 reason to use non-basic space turfs in
maps and this should be a free <sub><sup>*micro micro micro
micro*</sub></sup> optimization. consistency and avoiding confusion on
which one to use
## Changelog
🆑
map: converts all non-basic space turfs to space/basic
/🆑
## About The Pull Request
Sets `shut_up = true` for all Ghost Cafe vendors.
## Why It's Good For The Game
No more annoying textspam while ERPing in the Ghost Cafe.
## Proof Of Testing
I idled around the central vending area on the cafe as a ghost and
didn't see any vending machine messages.
## Changelog
🆑
qol: Ghost Cafe vending machines no longer say voice lines
/🆑
## About The Pull Request
Changes all public shutters on the interlink to pre-opened variants.
Removes all medical and surgical kits from the medbay to avoid unfair
advantage. Makes all vending machines free, as is the standard for the
interlink. NT Rep and Blueshield office have remained unchanged, but
they only have a set of CC clothing and a clipboard within them
## Why It's Good For The Game
It's been a long requested item, for the rest of the interlink to be
opened for scenes.
## Proof Of Testing

</details>
## Changelog
🆑
map: The interlink is now (almost) fully accessible to crew.
/🆑
Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.
- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.
- Closes#91039
A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


## About The Pull Request
Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.
- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.
- Closes#91039
#### Examples
A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


- Damp rag is now no longer god's perfect cleaning tool. After blood,
the damp rag will collect it, and after cleaning a lot of blood, you can
no longer clean with the rag until you wash it in a sink (or with
cleaner or however you want)
- This means the rag will collect DNA in it as you clean, which gives
detectives an opportunity to investigate.
- It also means the DNA it collects will occasionally spread onto you,
meaning you will have to clean your gloves or hands.
- Cleaning vomit and such is (currently) unaffected (and does not dirty
the rag).
- Diseases are not currently transferred to the rag (but this would be
fun to add)
- Gauze now gets dirty when using it to wrap bleeding wounds. This is
just visual, though blood DNA gets transferred. It can be washed in a
sink.
- Removed gauze on sink / cloth on sink interaction.
- Can't really wash gauze with it, plus it's redundant.
- Damp rag is no longer a cup.
Damp rag is just "soap without any downsides", which is kinda lame.
I thought about going a step further and making it require you wet it
first but then it just becomes "mop but small" which is also lame.
Instead, you're required to clean it, which gives janitors / crewmembers
an alternate cleaning method:
- Soap: Small, finite, limited. Can't be replenished.
- Cleaner: Small, finite, even more limited, ranged. Can be refilled
with chemistry's help.
- Mop: Large, infinite, limited. Needs a water bucket.
- Damp Rag: Small, infinite, limited. Need to clean it after a few goes.
🆑 Melbert
balance: Damp Rags can now get dirty when using them to clean blood,
passing blood DNA along.
add: Gauze now gets dirty when apply it to actively bleeding wounds.
Doesn't spread disease or anything, just passes blood DNA. It can be
cleaned in a sink.
del: Removed cloth on sink / gauze on sink interaction to make rags.
Just use the crafting menu
/🆑