## About The Pull Request
Simply removes the mutual exclusivity of CSL and Bilingual quirks, since
you can have the other language quirk with CSL but not Bilingual.
## Why It's Good For The Game
If you can have the other language quirk with CSL, why not Bilingual?
## Proof Of Testing
if it compiles it works, submitting via vscode
<img width="525" height="447" alt="image"
src="https://github.com/user-attachments/assets/aaf562a6-3ee5-433e-bbed-924196441bb5"
/>
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: Removed mutual exclusivity of Common Second Language and
Bilingual quirks.
/🆑
## About The Pull Request
This ports changes from
https://github.com/NovaSector/NovaSector/pull/6016 and
https://github.com/NovaSector/NovaSector/pull/6398.
- The quirk no longer automatically applies the Genetics power to the
quirk user. Prior to this PR, communication was mostly anonymized and
only _not_ so when one possessed the gene. This presented a clear
downgrade for individuals who had the genetic variant over the quirk
variant. With this PR, communication through the quirk is not anonymous,
but adding the gene on top of the quirk will allow a user to upgrade it
into being anonymous.
- Every time someone uses the quirk everyone else (in sight) will see
where their attention is sent. This does not add a visual cue besides
the warning in the chat, so it's still somewhat discrete.
- Added a new quirk, Psionic Dampener. This blocks most forms of
telepathic communication.
- Telepathy was made multiline for readability.
## Why It's Good For The Game
Currently, Telepathy as a quirk has a discrepancy where non-synths
receive the mutation Telepathy, while synths receive a different
version. The mechanical differences of these created a problem where,
depending on who was using it, this either did or did not anonymize the
identity of the caster. Additionally, these changes allow the quirk
holder who seeks the genetic variant in-round to properly receive the
benefits of such.
Other changes allow people to opt-out of receiving telepathic messages,
in order to avoid negative interactions from those who abuse it.
Multiline telepathy is a desirable feature for the sake of proof
reading.
## Proof Of Testing
<img width="654" height="279" alt="image"
src="https://github.com/user-attachments/assets/056f4d52-5365-4b5f-a422-40791c5e568d"
/>
## Changelog
🆑
add: Added a new quirk Psionic Dampener, affecting telepathy from
quirks, genetics, slimes, xenomorphs, revenants and so on.
balance: Telepathy (Quirk) no longer automatically gives the gene.
qol: The telepathic communication power granted by the quirk or the
genetic power is only anonymous if the caster has the mutation, not the
target.
qol: Telepathy (Quirk) now shows when the user uses the power and on
whom, but not the contents of the message.
qol: Telepathy is now multiline.
/🆑
## About The Pull Request
Introduces a new targeting priority strategy system for basicmob AIs,
which allows controllers to decide which mob to prioritize over others.
Mining mobs will now focus on the NODE drone unless hit, and will pursue
the attacker for 25 seconds before dropping the aggro. They also get
increased aggro if you've attacked other mobs in their view recently,
and after a few hits will have enough aggro to swap to you from the NODE
drone. Ashwalkers get a reduction in aggro because they live there.
Legion broods and brimdemons will immediately target anyone who attacks
their allies rather than waiting for multiple hits. Broods also now
inherit their parent's targets and retaliation/reinforcements lists.
https://github.com/user-attachments/assets/6baaba8a-8b3c-4b2f-ae8b-842f0b1f2b6d
#### This is a bounty for ArcaneMusic
## Why It's Good For The Game
Makes vent defense mob behavior more predictable and easier for players
to manipulate, allowing them to draw aggro from the NODE drone should
make vents more engaging and less of an AI rng fest
## Changelog
🆑
add: Mining mobs now use priority when choosing their target,
prioritizing NODE drones over miners who haven't attacked them or their
allies
/🆑
## About The Pull Request
Removes mutual exclusivity of Hypersensitive and Depressed. Woe.
This is technically a SPLURT port but like
it's two lines and a commented out line so uh
yeah
## Why It's Good For The Game
### _**ULTRADEPRESSION UPON YE**_
(There's no reason these quirks should be mutually exclusive. They
compound against one another, making the other worse. If you want to
have super depression, you should be able to)
## Proof Of Testing
<img width="582" height="288" alt="image"
src="https://github.com/user-attachments/assets/0549b2ee-cef3-4048-81df-2bc33923bd03"
/>
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: Removes mutual exclusivity of "Depressed" and "Hypersensitive"
quirks.
/🆑
Reverts Bubberstation/Bubberstation#5486
As it turns out, there are far more mood interactions than initially
thought and it is in fact breaking things.
As well as tg adding more and more meaningful interactions for mood it's
not a good idea to keep this right now.
## About The Pull Request
Adds a free quirk that locks you out of other mood quirks, hides judging
mood face from your screen and moves hunger meter to where mood face
was. All of the negative and positive bonuses are disabled with this
quirk and mood slow down will be replaced with slow down if you are
hungry
## Why It's Good For The Game
I'm huge hater of this feature since the day i started playing this game
and i absolutely despise seeing the mood face on my screen and with this
quirk you will no longer have to worry about some arbitrary mood meter
saying how your character feels like, you can roleplay how you are
feeling like and do whatever you please. and no this is not turbo
broken, the positive mood you can have has way more mechanic value than
having mood always set to neutral so you are locking yourself out of the
positives and negatives
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="232" height="281" alt="quirk equipped"
src="https://github.com/user-attachments/assets/97108596-4135-411e-86dd-a2fe9d1d864d"
/>
<img width="162" height="276" alt="hungry"
src="https://github.com/user-attachments/assets/a3569085-3581-49b0-8483-807d70203bb4"
/>
<img width="539" height="122" alt="quirk selection"
src="https://github.com/user-attachments/assets/30043354-e36a-4756-80a1-75c87d350907"
/>
</details>
## Changelog
🆑
add: Added new quirk that lets you disable and hide your mood from your
hud
/🆑
---------
Co-authored-by: Copilot <copilot@github.com>
## About The Pull Request
This adds a new positive quirk called "**Keen Nose**" that costs 3
points.
It lets you examine any open container with reagents to smell them. It
generates the smell based on the taste description. Also added an effect
to pepper spray, where it causes you to lose your sense of smell
temporarily.
This quirk is blacklisted against the Anosmia quirk, which is the
opposite. (no sense of smell)
## Why It's Good For The Game
Since there is a serious lack of positive quirks, I figured this one
might be useful as a utility quirk. It's a niche thing that could come
in handy. Keep in mind, there are several ways to identify chemicals,
like using the bartender's beer goggles, the science goggles, a chem
machine, or just eyeballing the color. Also, many chems have overlapping
taste descriptions (several different things taste like "death") so it's
not foolproof.
## About The Pull Request
- Removed global list `fake_reagent_blacklist` in favour of
`abstract_type`. Saved memory
- Removed proc `get_chemical_reaction()` in favor of
`GLOB.chemical_reaction_list`. No proc overhead and faster access
- Remove unused proc `remove_chemical_reaction()`
- Removed proc `find_reagent()` in favour of
`GLOB.chemical_reagents_list`. No proc overhead and faster access
- Directly access name of reagents via `::` operator from typepaths
instead of looking up the datum in global chemical reagents list for
some operations. Faster variable access
- Removed unit test `reagent_id_typos`. The typepaths will error at
compile time because they aren't strings so there's no need for this
test
## Changelog
🆑
code: cleaned up code pertaining to reagent & reaction lookup
/🆑
## About The Pull Request
Converts species and antagonist icon generation to the batched
spritesheet system using IconForge, thanks to the new
`get_flat_uni_icon` implementation. Unfortunately the cost of *building*
the sprite is still expensive (GFI is always expensive, even a fancy
list-based one), but the generation is SIGNIFICANTLY faster. We will see
evidence of parity in the screenshot tests. but here:
<img width="892" height="634" alt="image"
src="https://github.com/user-attachments/assets/2a17f2e3-c024-41f6-9d1e-c2cb70642a81"
/>
The main advantage is that species and antag icons can now take
advantage of the development-time smart cache which invalidates
automatically. On the server this PR does very little except make antag
icon generation a little bit more likely to find and announce errors
(BYOND has a habit of silently eating weird icon proc calls).
Also optimizes the greyscale preview generator from #90940 (~2x speedup)
using `rustg_iconforge_generate_headless` instead of `Insert()` to build
the resulting sheets. This can be further optimized in the future by
implementing a smart cache, like batched spritesheets, and storing it in
the repo, but for now it's not important/slow enough to be worth the
effort. Also fixes a silent compilation error that would always happen
outside unit tests, but for some reason doesn't appear on local? Notice
how `map_icon_key` is not a defined variable anywhere. That's because
`USE_RUSTG_ICONFORGE_GAGS` is *never* defined at this point, so it was
always using the 'slow' generation.
I also took the liberty of cleaning up the cultist and heretic icon
generation randomly initializing a blade object when it could just use a
static access.
## Why It's Good For The Game
The subsystem timing may not be much faster, but the interactivity
benefits during spritesheet realization are undeniable. Opening the
preferences menu during init on local is orders of magnitude faster.
**Old**
Early Assets: 5.02 seconds
Greyscale Previews: 1.38 seconds
**Fresh (No Cache)**
Early Assets: 4.21 seconds
Greyscale Previews: 0.5 seconds
**Cache Invalidated**
Early Assets: 4.27 seconds
**Cache Hit**
Early Assets: 4.05~4.2 seconds
**Preferences lag:**
~6 sec to open to ~2 sec to open due to caching in dev
## Changelog
🆑
code: Optimized species and antagonist icon loading in the preferences
menu on local, speeding up time to open in development.
fix: GAGS map preview generation no longer silently errors outside of
unit tests due to a compilation error.
/🆑
## About The Pull Request
Port from https://github.com/Monkestation/Monkestation2.0/pull/10330, as
promised in https://github.com/tgstation/tgstation/pull/94757
This adds a proximity monitor to all turrets - they now track
"interesting" targets within the turret's range, and the turret will
only process if at least 1 thing is being tracked.
The proximity monitor's checks for what's "interesting" are slightly
less thorough than the turret's, and thus, it may still track something
the turret will ignore regardless - but that's still better than the
turret processing when nothing's nearby anyways.
This also makes a new processing subsystem, SSturrets, as turret
processing can be somewhat intensive in process, so like, let's not let
them hog the SSmachines tick (plus, I honestly believe that splitting
things into more specific processing subsystems is better for allowing
the MC to manage tick time with more granularity). SSturrets has the
same flags and wait as SSmachines.
## Why It's Good For The Game
Should improve performance quite a bit - mainly, turrets on space ruins
shouldn't waste tick time when there's nothing even near them.
## Changelog
🆑
refactor: Refactored turrets so they only process if something
potentially "interesting" is within its range.
/🆑
## About The Pull Request
This PR removes the quirk "Big Hands" from the game
## Why It's Good For The Game
https://superset.moth.fans/superset/dashboard/28/?native_filters_key=U_1PwGbC9S0Sdb6We7h4rZiXiq-2OqlJo28rmbtiCXl6s7Cbi_Nhw-uLWDvHMTrw
In the last quarter-year of played rounds, Light Drinker was assigned
35,600 times.
Big Hands was assigned 57 times.
Nobody uses this quirk.
It's boring.
It says nothing about your character.
We already have a better, more fun, and more-used quirk that makes you
bad at using guns (stormtrooper aim).
Sometimes it feels like we add negative quirks just because we can, and
this is one of those.
## Changelog
🆑
del: It's no longer considered quirky to have Big Hands.
/🆑
## 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!
/🆑
<!-- 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
Fixes#93875
Removes an obsolete SS_TICKER flag from SSpriority_effects, which was
originally put there by Absolucy for a priority bump. The original issue
with status effects pausing for long periods of time was very likely
caused by the SS_BACKGROUND flag on both SSprocessing and
SSfast_process, which SSpriority_effects doesn't have.
The reason why this issue surfaced is because of #93694, which caused
the inconsistency between the real wait time of 0.1s and passed
seconds_per_tick of 0.2s to become apparent in the duration of status
effects. Previously, duration was based on world.time, which was
unaffected by this inconsistency, even though it existed before my PR as
well.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Fixing all stun times being halved for no raisin is pretty good for the
game.
It's also better for the SSpriority_effects subsystem to respect the
subsystem priority order. If we need it to be higher in the order, then
make it that way, instead of using SS_TICKER to bypass it entirely.
<!-- 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
actually explain WHY what you are doing will improve the game, then it
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 its 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. -->
🆑
fix: High-priority status effects like stuns no longer process (and thus
expire) twice as quickly as they should.
/🆑
<!-- 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
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
## About The Pull Request
Fixes all instances of numbers being used as assoc list keys in things
that aren't alists, either by turning them into alists or changing the
keys to something else. Also adds new macros to support creating global
alists, as a few global lists became alists. Most of these are pretty
simple and self-explanatory but
- The GLOB.huds one necessitated rewriting because code depended on it
being a non-assoc list, which it technically was because the defines it
used as keys were numbers so BYOND turned it into a regular list, most
of this was for loops through all the subtypes of
`/datum/atom_hud/data/diagnostic` of which there's only one, so I just
changed it to get that type directly by key
- NT Frontier used number indexes which it looped through for some
reason and also passed to TGUI, changed these to strings and adjusted
the TGUI to match, I tested this and it works fine
## Why It's Good For The Game
Makes the code compile, I couldn't test everything but I tried to check
all usages of affected vars to make sure they wouldn't break from being
switched to alists, a TM might be in order just to be sure nothing's
fucked
## Changelog
🆑
refactor: rewrote all cases of numbers being used as keys in non-alist
associative lists
/🆑
## About The Pull Request
discussed in #93439, a generic proc for getting a list of all types
minus abstract types.
applies this to most instances of a for loop that currently filters out
abstract types
it SHOULD be a nothing burger for performance, however I have not bench
marked the difference. (also testing, there is a total of 7 calls in
init to it)
## About The Pull Request
Aaaaa if you load fast personalities aren't instantiated so personality
loading wipes everything out.
I don't know the best way to ensure personalities are loaded before
anyone could load in unfortunately, so I just threw it in. Will need to
ask around.
## Changelog
🆑 Melbert
fix: Fixed personality wiping
/🆑
## About The Pull Request
This is a reversion of
[this](https://github.com/tgstation/tgstation/pull/92425) TG PR.
## Why It's Good For The Game
If somebody considers the items to be "clutter", they can be tossed
away; I, and other people who select this quirk, use it, at least
partially, for the items.
## Proof Of Testing
Compiled, it works.
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑 sunnyaries
balance: re-clutters settler
/🆑
---------
Co-authored-by: Alexis <catmc8565@gmail.com>
## About The Pull Request
Quirks only send their on_gain text when given midround, such as by an
admin
## Why It's Good For The Game
Spams the hell out of you for no reason - in very few contexts are these
messages important (randomized allergies come to mind), but there are
other avenues to figure out (such as dogtags)

## Changelog
🆑 Melbert
qol: Quirks spam you less on roundstart or latejoin
/🆑
## About The Pull Request
Quirks only send their on_gain text when given midround, such as by an
admin
## Why It's Good For The Game
Spams the hell out of you for no reason - in very few contexts are these
messages important (randomized allergies come to mind), but there are
other avenues to figure out (such as dogtags)

## Changelog
🆑 Melbert
qol: Quirks spam you less on roundstart or latejoin
/🆑
## About The Pull Request
Adds some balance around small sprites. You get trampled easily if
you're smaller than normal, by pixel scale and not mutations.
## Why It's Good For The Game
Micro Balance, arguable enterprise resource content.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Three new micro-sized traits. They make you smaller at a cost.
balance: Micro characters get squished easily. They also have to duck
under people.
/🆑
---------
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: Shadow-Quill <44811257+Shadow-Quill@users.noreply.github.com>
## About The Pull Request
Turns out there were a couple of black mask subtypes that I missed as
well as a prisoner uniform subtype.
Also fixes some bugs that are not related to the map icon pr to further
improve the situation with GAGS previews.
## Why It's Good For The Game
Smaller .dmis, working previews
## Changelog
🆑
fix: spraycan can now be used to recolor the gi, glow shoes, striped
dress, H.E.C.K. suit
fix: most GAGS items should now be showing up in the lootpanel again
/🆑
## About The Pull Request
Turns out there were a couple of black mask subtypes that I missed as
well as a prisoner uniform subtype.
Also fixes some bugs that are not related to the map icon pr to further
improve the situation with GAGS previews.
## Why It's Good For The Game
Smaller .dmis, working previews
## Changelog
🆑
fix: spraycan can now be used to recolor the gi, glow shoes, striped
dress, H.E.C.K. suit
fix: most GAGS items should now be showing up in the lootpanel again
/🆑
Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.
What this PR does:
- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.

<details><summary>Mappers rejoice!</summary>


</details>
<details><summary>Uses iconforge so it does not take up much time during
init</summary>

</details>
---
this still applies:
Note for Spriters:
After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.
Note for Server Operators:
In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt
No more error icons in SDMM and loadout.
🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.
What this PR does:
- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.

<details><summary>Mappers rejoice!</summary>


</details>
<details><summary>Uses iconforge so it does not take up much time during
init</summary>

</details>
---
### Copied from https://github.com/tgstation/tgstation/pull/86482 as
this still applies:
Note for Spriters:
After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.
Note for Server Operators:
In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt
## Why It's Good For The Game
No more error icons in SDMM and loadout.
## Changelog
🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
This adds a zero-cost neutral quirk that prevents the holder from
blinking at all without any mechanical downsides.
## Why It's Good For The Game
The tg upstream added automated blinking which just doesn't mesh well
with customization options. The Fluoride Stare quirk gave far too large
a mechanical downside for what could've otherwise been a flavor change.
EDIT: ~~This change now actually DOES replace the Fluoride Stare quirk,
per request of the maintainers.~~
EDIT 2: It doesn't replace Fluoride Stare, wanna experience the torture
of needing to use eye drops every 60 seconds? Have at thee, a separate
PR to remove this later down the line still isn't impossible though.
I'm tired boss.
## Proof Of Testing
Emissive eyes also work fine from our testing.
<details>
<summary>Screenshots/Videos</summary>


</details>
## Changelog
🆑 AstrumLernaean
add: Added a new neutral quirk: Unblinking. Prevents blinking; now with
100% less 'going blind' involved.
/🆑
---------
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
This fixes a small excerpt from #90678:
>"[...] double-examining it to see what extra items it can hold
(normally all lures) only reports the Artificial Minnow as fitting."
By making it use subtypesof instead of typesof for purpose of spawning
lures and making the minnow its own subtype.
## Why It's Good For The Game
Fixing a mild botherance.
## Changelog
🆑
fix: Examining a fishing lures box twice no longer says it can hold just
artificial minnows.
/🆑
## About The Pull Request
- Tweaks partial understanding.
Paragraphs are now split into sentences first creating more natural
breaks between sentences.
- Adds "Common Second Language" quirk
This quirk changes your default understanding of common (up to) 90%
(your choice), meaning you drop the occasional word.


Additionally, when your sanity drops below a threshold, you become
forced to speak your native language, albeit with a partial
understanding applied for everyone else.
Incompatible with similar language quirks + can't be taken by humans
(yet?)
## Why It's Good For The Game
Just a fun way to play around with the new "partial understanding"
system.
## Changelog
🆑 Melbert
add: "Common Second Language" quirk
qol: Language translations chunk sentences together better, making
partial understanding a bit easier to parse.
/🆑
## About The Pull Request
Once the round starts, the TV's text shows the current map, how much
time it is in-game, how many players are connected, and what the
overflow job is (if the station trait is on). video as demonstration but
the overflow text has changed to "[job] overflow" instead of "Overflow
job: [job]"
https://github.com/user-attachments/assets/fe74b28b-06de-4827-9c4d-ca2e51f1e0b9
Closes https://github.com/tgstation/tgstation/issues/90651
## Why It's Good For The Game
Gives useful info on the TV instead of having it just magically
disappear (which currently doesn't work cause I forgot to deactivate it
on initialize for latejoiners) which will become more useful if the stat
panel is removed. Also makes overflow job more obvious, the TV is just a
good place to put info useful for new players though round time
personally was just put there to make the TV feel more full.
Wanted to put this in the original PR but wanted to try to match parity
to the stat panel in case this wasn't wanted.
## Changelog
🆑
qol: The TV on the title screen has round info once the round has
started or ended.
fix: The TV now fits on non-widescreen screens.
/🆑