224 Commits

Author SHA1 Message Date
Roxy de4c3b255d Merge branch 'master' of github.com:tgstation/tgstation into upstream-2026-06-23 2026-06-23 15:51:55 -04:00
cacogen 51708d5504 Adds beef space ramen (#96393)
## About The Pull Request

Adds beef space ramen packets as an uncommon maintenance spawn. These
are small boxes that contain a brick of dehydrated space ramen and a
beef flavour sachet (these are all they can hold). These items can be
used on the soup range to create beef ramen.
## Why It's Good For The Game

The existing option for ramen leaves something to be desired. You just
add water and it magically heats itself. The ramen is treated as a
reagent rather than an object like other noodles.
## Changelog
🆑 cacogen
add: Adds packets of beef ramen as an uncommon maintenance spawn
/🆑
2026-06-10 09:08:10 +12:00
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00
ArcaneMusic 0c91535120 Arcmining: Chemical Boosting (#95530) 2026-04-23 17:46:06 +02:00
MrMelbert ef28e00690 [MDB Ignore] Refactors gauze, adds Tourniquets (#95041)
## About The Pull Request

1. Refactors gauze

Removes gauze var from `/stack`, adds a shared parent between tape and
gauze.
Behavior of "sticking thing on limb" is now a bit more generic, with
there being a component to facilitate it and a framework on `/bodypart`

Closes #92990

2. Adds Tourniquets

A first aid item, when attached to a limb it reduces blood loss from
that limb by 90%.
However while attached you walk slower (if on a leg), interact slower
(if on a arm), and yes, you rapidly die if you put it on your head

Paramedic belts have their starting equipment changed again for the
500th time.
Surgical tape -> Tourniquet
Bone gel -> Bonesetter

<img width="604" height="224" alt="image"
src="https://github.com/user-attachments/assets/443dd5c0-44a3-4ccb-9f6a-c561bbf2fba9"
/>

## Why It's Good For The Game

Adds some more variety for field treatment of bleeding wounds, and in
the future we can add things like "improvised tourniquets" or
"improvised splints" with wooden planks.

## Changelog

🆑 Melbert
add: Adds Tourniquets. While attached to a limb, reduces blood loss from
that limb by 90%, but makes you walk / interact slower. (Or if you put
it on your head, you die.)
add: You can purchase Tourniquets from the premium section of the
medical vendor
add: Paramedic belt setup has changed yet again: Surgical tape replaced
with Tourniquet, Bone gel replaced with Bonesetter.
add: You can use all forms of tape as splint - like Gauze. Will secure a
fracture but won't stop your blood from exiting.
refactor: Refactored gauze entirely, report any strangeness with it (or
tape, or tourniquets)
/🆑
2026-02-15 08:30:57 +01:00
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts:
#	.github/CODEOWNERS
#	.github/workflows/compile_changelogs.yml
#	.github/workflows/stale.yml
#	SQL/database_changelog.md
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/__DEFINES/atom_hud.dm
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#	code/__DEFINES/mobs.dm
#	code/__DEFINES/species_clothing_paths.dm
#	code/__DEFINES/subsystems.dm
#	code/__DEFINES/surgery.dm
#	code/__HELPERS/global_lists.dm
#	code/_globalvars/lists/maintenance_loot.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/minor_mapping.dm
#	code/controllers/subsystem/processing/quirks.dm
#	code/controllers/subsystem/shuttle.dm
#	code/datums/components/palette.dm
#	code/datums/components/surgery_initiator.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/hud.dm
#	code/datums/mood.dm
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#	code/datums/quirks/negative_quirks/nyctophobia.dm
#	code/datums/status_effects/debuffs/debuffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/slime/slime_leech.dm
#	code/datums/weather/weather.dm
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#	code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm
#	code/modules/research/xenobiology/crossbreeding/_clothing.dm
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#	code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png
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#	code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png
#	icons/map_icons/clothing/head/_head.dmi
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#	icons/mob/inhands/64x64_lefthand.dmi
#	icons/mob/inhands/64x64_righthand.dmi
#	icons/obj/machines/computer.dmi
#	tgui/packages/tgui/interfaces/OperatingComputer.jsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/types.ts
#	tgui/packages/tgui/interfaces/SurgeryInitiator.tsx
#	tools/icon_cutter/check.py
2026-02-12 23:50:09 -05:00
MrMelbert 596b785ec5 More medical larp: Stasis bodybags and triage cards (#94709)
## About The Pull Request

1. Adds stasis bodybags, unlocked with cryogenics tech 

These bodybags are portable forms of stasis. However, they wear down
with use, only being able to keep someone in stasis for about 2, 3
minutes before falling apart.

Bodyparts and organs put in the bodybag are also frozen, allowing you to
maintain parts of gibbed people.

You can med scan through the walls of the stasis bag as well. Also you
can med scan through holographics bodybags.

2. Adds triage cards to the medical vendor

Triage cards are small pieces of paper you can write on and stick to
people. They're color coded according to severity, and are intended to
be used in mass casualty events for prioritizing patients.

3. You can pin paper to bodybags

You can pin a sheet of paper to bodybags that people can read, be it
autopsy or whatever.

4. Updates paper interaction code slightly

We have new procs for allowing interactions rather that snowflakes

5. Other forms of stasis apply tumor suppression

Oversight?

## Why It's Good For The Game

I made these a while back to just give medical doctors a few more tools
to play around with beyond the meta tools. Just to get more immersed
into the larp.

Otherwise, stasis bodybags gives Paramedics a tangible upgrade(if you
can call it that), offering a safer way to retrieve patients

## Changelog

🆑 Melbert
add: Adds stasis bodybags, unlocked with cryo tech. They put its
occupants (organ or mobs) in stasis, but wear down over time.
add: Adds triage cards to the medical vendor, a flavor item docs can use
during mass casualty events.
qol: You can pin papers to closed bodybags. Keep organized with your
autopsies.
qol: You can interact with papers in folders and on clipboards
qol: All forms of stasis stop brain tumors
/🆑
2026-01-17 10:37:49 -07:00
Jacquerel b942cec267 Audit dismemberment to make sure we don't forget it might fail (#94808)
## About The Pull Request

Fixes #94778

There are a bunch of places where we dismember a limb (or head) and then
do something with it assuming that we actually dismembered it, but that
isn't actually true.
Many of these places then move your not-actually-dismembered head
somewhere else. If you have an unremovable limb (such as if you have
TRAIT_NODISMEMBER) this means that it actually gets removed anyway
because it's physically moved somewhere else.
In all of these cases, if we failed to dismember the limb we should just
leave it alone.

I left anything where after dismembering the limb it immediately deletes
it in though because those are generally supposed to be invariably
fatal.

## Changelog

🆑
fix: Chainsaws can't behead people with unremovable heads.
fix: You can only put your own head on a spear or into a box if it is
possible to remove your head.
fix: Heretic rifts can only remove your arms if your arms can be
removed.
fix: Paperwork can only cut off your head if your head can be cut off.
fix: Smite being reflected can only blow off your arm if your arm can be
removed.
/🆑
2026-01-10 22:56:25 -07:00
Fghj240 d5102b2030 Void stamp integration - the stampening (#94359)
## About The Pull Request

Void stamp added to bureaucracy loot spawners, a new box that contains a
granted, denied, and void stamp found in the lawdrobe, hop locker,
bureaucracy crate, mod stamper module, and the paperwork implant gets a
stamp that can cycle between 3 different ones like the mod stamp.

## Why It's Good For The Game

Finally the void stamp is obtainable

## Changelog

🆑
add: The void stamp is now obtainable
add: The lawdrobe now sells a box of stamps
add: The head of personnel's locker now contains a box of stamps
fix: The mod stamper module is now visible
/🆑

---------

Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
2026-01-08 18:31:15 +00:00
Hatterhat 15baf7873a Offsite Deathrattle Implants and Repathed Kheiral Cuffs (#94209)
## About The Pull Request

Updates subdermal implants so that they have `implant_info` and
`implant_lore` variables instead of one unchanging `get_info()`. Also
rewrites/updates/tweaks/etc. lore for every implant that had get_info()
blocks.

Makes beacon implants (the ones you teleport onto) turn off (hide
themselves on prisoner management consoles) after ten minutes, matching
the tracking implant's functionality.

Deathrattle implants are now `allow_multiple = TRUE`, so you can have
multiple deathrattles implanted.

Reworked the implant pad's UI to have collapsible sections for implant
info, implant lore, and also have buttons for configuring deathrattle
implants.

Adds a box of expeditionary deathrattle implants to the mining vendor.
For 900 points (585 points if delivered), you receive a box containing 5
expeditionary deathrattle implants, which **ONLY ALERT TO DEATHS IN
MINING WASTELAND AREAS (e.g. not ruins, not space, not station) (this is
important)**, an implanter, and an implant pad.

The intended workflow is that you initialize one deathrattle implant,
use that network for all the other deathrattles, and implant yourself,
your mining buddies, your QM, and a paramedic, maybe. However since they
start unset you could theoretically make one really big deathrattle
network. Good luck getting people to volunteer for implanting, though,
and as above, it only really works if you die outside of the station.

Also, repaths kheiral cuffs to be accessories, so you can attach them to
uniforms. They're still functional as suit sensor extenders and GPSes
(when off-station).

<details><summary>Screenshots</summary>

<img width="469" height="91" alt="image"
src="https://github.com/user-attachments/assets/2c88b151-e5ab-415a-8c41-0f166f439315"
/><br>
<img width="300" height="350" alt="image"
src="https://github.com/user-attachments/assets/0764983a-1160-48ab-aa6a-d1aaf08a682e"
/><br>
<img width="300" height="350" alt="image"
src="https://github.com/user-attachments/assets/98e84368-300b-453a-89a4-d922c80628e8"
/>

</details>

## Why It's Good For The Game

Deathrattle implants are cool. Being able to know that your coworker
exploded, after a non-negligible amount of setup and wrangling your
fellow spaceman to let you implant them, is probably a good thing.
Introduces a cooperative avenue of "Wait, my coworker just died" instead
of "Hey, they haven't yelled something on comms, did they roll antag?
(No. They died.)"

Kheiral cuffs being uniform attachments is because having to sacrifice
glove slot for them annoyed me a lot.

## Changelog

🆑
add: Nanotrasen has begun rolling out (unconfigured) expeditionary
deathrattle implant kits for their mining teams for 900 points (585
points, if manually delivered). These only alert for deaths on raw
mining wasteland, and will not work in space, ruins, or on-station.
balance: Kheiral cuffs can now be attached to uniforms as accessories.
They retain their suit sensor extension/GPS functionality (still only
when off station Z-levels, though).
fix: Beacon implants now turn off (hide themselves on prisoner
management consoles) after ten minutes, matching the tracking implant's
functionality.
qol: Made the implant pad UI a little nicer to look at, with dropdowns
and demarcated sections.
code: Implants now have separated "immediately useful" information and
"extended lore tidbits" information as variables instead of one
unchangeable get_info() block.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2026-01-04 16:55:09 +00:00
mcbalaam 3799968eb3 feat: new floppy disk sprites; most disks are now under the /item/disk type; adds disk stacking, uqinue styling and wrapping (#94112)
## 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>
2026-01-04 08:52:18 +13:00
SyncIt21 468b351b86 Axes grind & juice vars into procs (#94592)
## About The Pull Request
Inspired by #94233. `grind_results`(list) & `juice_typepath`(typepath)
are only used when grinding & juicing after which the atom is deleted.
This means if that object is not processed these vars occupy memory &
don't do anything.

Now these values are only generated on demand by calling their
respective procs. Considering how these vars are on the obj level the
memory savings are quite significant

## Changelog
🆑
refactor: grinding & juicing have been refactored to occupy low memory.
Report bugs on github
code: improved grinding & juicing code
/🆑
2025-12-25 20:40:35 +01:00
Bloop acaae89cf6 Removes some cargo culty global lists that don't need to be global lists (#94531)
## About The Pull Request

Not really sure why these were there storing the lists in memory
permanently, when these just get consumed anyway. People copy paste them
all over it seems so I'm going to put a stop to that.

## Why It's Good For The Game

Cleans up like 7 years of cargo cult.

## Changelog

Not player-facing
2025-12-19 10:14:57 -05:00
Da Cool Boss b201c253be Donk shotgun shell boxes can now hold shotgun shells (#94498)
## About The Pull Request
Shells spawn in the box, but when removed they can't be put back in.
This is because they hold only donk pockets.

Fixes this, and also allows you to refill it with other shotgun shells,
since they're all more or less the same shape. This mirrors how the
other donk boxes can store donk pockets of any kind.
## Why It's Good For The Game
Exit-only boxes for ammo are very frustrating for players. They expect
to be able to put the ammo back inside.
## Changelog
🆑
fix: The Donk Co. 'Donk Spike' boxes now properly store shotgun shells.
/🆑
2025-12-16 21:57:33 -05:00
nevimer 6e9f2ccfc0 Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts:
#	.github/workflows/compile_all_maps.yml
#	.github/workflows/run_integration_tests.yml
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/_onclick/hud/credits.dm
#	code/controllers/subsystem/networks/id_access.dm
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#	code/datums/diseases/advance/symptoms/heal.dm
#	code/game/machinery/doors/door.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/antagonists/malf_ai/malf_ai_modules.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/loadout/categories/accessories.dm
#	code/modules/loadout/loadout_helpers.dm
#	code/modules/loadout/loadout_items.dm
#	code/modules/loadout/loadout_preference.dm
#	code/modules/mob/living/silicon/robot/robot_defense.dm
#	code/modules/mod/mod_theme.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/reagents/reagent_containers/cups/drinks.dm
#	code/modules/shuttle/mobile_port/variants/supply.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -05:00
Thunder12345 1d270f5f27 Converts pre-rework generic heretic gear into chaplain clothing and a null rod (#94363)
## About The Pull Request

Reused the old pre-rework heretic robe and blade assets as a new set of
chaplain gear and null rod option.

Replaced the last few existing uses of the now spriteless generic robe:
- Deathmatch, changed heretic warrior to use blade robes
- Deathmatch, changed ripper to use the new chaplain armour
- Tribal mothman legion corpse, changed to use new chaplain armour
- Heretic preview and hallucination, changed to use rust robes
- Heretic virtual domain, changed to use rust robes

<img width="127" height="131" alt="image"
src="https://github.com/user-attachments/assets/690e848e-5191-44d4-bd58-5e338fa2aa4e"
/>

## Why It's Good For The Game

Chaplains are the playground of old magic content assets, where they
find a second life as cosplay outfits. Chaplains can already cosplay
cultists, it's only fair that they can pretend to be a heretic as well.

## Changelog
🆑
add: Added a new set of chaplain armour based on the generic heretic
robes unavailable since the path rework.
/🆑
2025-12-07 19:50:19 +00:00
RikuTheKiller be1f231869 Lock R&D console boards by default (#94114)
## About The Pull Request

This PR makes all R&D console boards that are either printed or sourced
from tech storage start out locked. They can be unlocked by swiping them
with an ID that has research access.

R&D consoles can also be unlocked with an emag, but doing so will break
their comms circuit as well, making all researched nodes broadcast over
public comms. You can still emag the console itself after it's been
constructed without breaking it in any way, while also silencing
announcements instead. (that's definitely a noob trap, but it's out of
scope for this PR)

The reason why the tech storage board is locked as well is because the
goal of this PR is to stop engineers from making R&D consoles, and
engineers have access to tech storage. Leaving the board unlocked and
moving it to secure tech storage would make engineers break in there
every shift.

The changelog basically has a FAQ for "Okay, so what do I do instead?",
because I know people will be confused about what route they're intended
to take when science closes their desk shutters for the umpteenth time
this week.
## Why It's Good For The Game

Engineering has a habit of making an R&D console every round to bypass
having to ask science or a head of staff to research things. Locking the
consoles at least makes engineers consider asking science to do
science's job.

Note that this doesn't solve the issue entirely, it just removes the
easiest and most convenient way of bypassing science. Engineers can
still break into R&D extremely easily using their wire knowledge, and do
so regularly.

More importantly though, this might shine some light on the fact that
heads of department like the CE have remote access to the research
network via their PDAs. This means engineers can ask the CE to research
things for them.

Asking people with access to the research network to research things is
a lot better for roleplay and immersion than having engineering
construct R&D consoles every shift.

## Changelog
🆑
balance: R&D console boards sourced from printing or tech storage are
now locked by default. It's recommended to ask your respective head of
department or the science department to complete research for you. Heads
of department can remotely access the research network using their PDAs.
/🆑
2025-12-05 19:12:22 -05:00
Ghom 0b0c5ea91e Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.

## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.

Currently a WIP as I slowly deal with the unit test reports.

## Changelog

🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
2025-12-02 18:29:01 -05:00
SmArtKar 316a58948c Assembling med/repair/secbots will now put their assemblies in your main hand instead of your offhand, and only do so if you held the original item (#94078)
## About The Pull Request

Bot assemblies will only be picked up if you held the item you attached
the arm/sensor to, and will be put into the hand which you held the
storage item in.
Also changed firebots assemblies to item_interaction

## Why It's Good For The Game

Usually you don't want to pick up the assembly if you're making a bunch
of bots on the ground en-masse, and having the assemblies be put in your
offhand and not your main hand despite the latter just being freed is
weird and clunky.

## Changelog
🆑
qol: Bot assemblies will only be picked up if you held the
medkit/toolbox/helmet/etc in your hands when creating one.
qol: Assembling med/repair/secbots will now put their assemblies in your
main hand instead of your offhand
/🆑
2025-11-30 03:07:31 +01:00
Roxy e28e9fbdba Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 2025-10-23 17:38:23 -04:00
L0pz 0df0ef5b7b Adds purity seals (#93496)
## About The Pull Request

Adds purity seals for the chaplain's use. Calling them cheap stickers
may get you branded as a heretic.


## Why It's Good For The Game


Sometimes people need more than just your word that their lead pipe has
been blessed by you, the most holy chaplain. That's where the purity
seals come into play, as they are a visual indicator of your deity's
approval.
<img width="259" height="182" alt="image"
src="https://github.com/user-attachments/assets/5492bae8-175a-4387-9279-263fbb492510"
/>


## Changelog
🆑
add: Added purity seals, which may be found inside two boxes being sold
by the Deus-Vend
/🆑
2025-10-19 02:16:19 +03:00
Roxy d14e538393 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 2025-10-15 19:34:41 -04:00
Tim f27682c7e4 Add admin debug goggles to show area blueprints (#91879)
## About The Pull Request
This adds an admin version of meson goggles that lets someone see the
area overlays.


![dreamseeker_yUcjxWEcM8](https://github.com/user-attachments/assets/39f237ea-5d40-4799-a827-7c3b2b9d9eaf)

It has also been added to the admin debug tools.

## Why It's Good For The Game
Useful for construction projects.

## Changelog
🆑
admin: Add admin debug goggles that lets you see area overlays which is
useful for construction projects.
image: Add icons for admin debug goggles (which is just a reskinned
color version of mesons)
code: Improve meson code to be more robust
/🆑
2025-10-05 12:44:15 -07:00
xPokee 9b282a850e Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-17 11:45:44 -04:00
LT3 c3aa5ff596 box of XL shotgun darts no longer has an XL name (#93002)
## About The Pull Request

Fixes the name of XL shotgun darts

## Why It's Good For The Game

"A box full of shotgun darts with increased chemical storage capacity"
barely fits on the screen as a tooltip

## Changelog

🆑 LT3
fix: 'a box full of shotgun darts with increased chemical storage
capacity' now has a shorter name
/🆑
2025-09-17 03:02:28 +02:00
Tim 70463dcb59 Add GPS debug tool to admin debug box (#92925)
## About The Pull Request
This adds the existing GPS debug tool to the admin debug box that
displays x, y, z coordinates on a turf that is somewhat useful when
testing z-level boundaries.

<img width="1920" height="1080" alt="dreamseeker_NyC1iJ4SPK"
src="https://github.com/user-attachments/assets/a7153fa5-5195-4500-8aa7-57584d19fe85"
/>

## Why It's Good For The Game
Easier debug tools for testing.

## Changelog
🆑
qol: The GPS debug tool will now spawn with the admin outfit apart of
the debug tools
admin: Add GPS debug tool to admin debug box
/🆑
2025-09-10 19:53:53 -07:00
xPokee 939f2fc9ac Merge branch 'master' of https://github.com/tgstation/tgstation into xpokee-test-upstream-sync 2025-09-10 14:12:16 -04:00
massaheartsu 50499dba9a Adds opium and meth rocks! (#92699)
## About The Pull Request


![demo2](https://github.com/user-attachments/assets/26223fa6-6eb8-43eb-ba87-54be7d2c19b3)<img
width="612" height="185" alt="dreamseeker_SNMvxqCRiR"
src="https://github.com/user-attachments/assets/1d3103e9-edc1-4e50-8793-c8c2ace53aea"
/>

This is a small expansion to narcotics, their production, and presence
in the game! For my esteemed Terry and Manuel/Sybil sector colleagues
I've added:
- 2 new solid drug items: **crystal meth and opium**!
- A **precipitation reaction** for meth after it's been cooled,
producing a solid crystal form, 2u sulfuric acid, 10u meth. **Above 90%
purity, the meth will gain an increasingly blue tint!**
- A production method for opium! Slice a well developed poppy pod with
any sharp item, **before it's fully mature and flowered** to extract a
small amount of opium to enjoy! It's a small container for morphine. Can
be pressed together to combine the concentrations up to 10u, as each
extraction contains trace amounts. Scales off poppy's potency.
- Populated narcotics/contraband spawners with new items, and items that
really should have been on there.
- Added a brand new smoking apparatus, the glass pipe! Can be crafted.
Fixed the transparent pixel.
- **Fixed methsplosions so that now spacemen can finally smoke meth
without exploding!!!** Omegaweed too. Normal methsplosions are
untouched!
- **Expanded the ability for players to insert all drug items into
pipes**, so now players can smoke moon rocks, SaturnX, and my new items!
Previously, only 'dried' items were.
- Fentanyl patch box for narcotics spawner, also for a new ruin I've
made.
- **Expanded these changes to the black market uplink.** 
<img width="640" height="256" alt="demo"
src="https://github.com/user-attachments/assets/c8a0eb2c-b0fa-4e70-b6c1-2e741cd170a2"
/>

Now, players can precipitate meth into a solid form, and produce opium.
I added a lot of these substances and the ones that didn't exist into
spawners that they were partially in, or could reasonably be in. The
opium poppy extraction required a new variable that can be used for
similar interactions too. Crystal sprites are transparent, smoked sprite
has a nice little animation and glow.

These items are now on the black market uplink, in both expensive dealer
shipments of varying rarities for different narcotics, as well as
personal use quantities on a different rotation, at a steeper price.
Expanded randomized spawners to give the black market and ruins more
teeth and edge, without adding another weapon.

Credit to the moon rock guy, I'm just happy I made your stuff smokable!!
<img width="219" height="201" alt="dreamseeker_N8x9bsN3kS"
src="https://github.com/user-attachments/assets/64d23c27-92b9-423b-91ac-903b8476d0b4"
/>


tl;dr added opium and meth
## Why It's Good For The Game
For **too long**, narcotics, chems and stims have been mere integers or
buffs/debuffs in pills or syringes, so I introduced two new methods for
making them and populated niche, criminal vectors with them. These are
real items now, with more interactions. Allowing these to be smoked also
allowed moon rocks and SaturnX to be smoked too, including them into
this and enticing players to have another reason to make them as well.
Buffs with drawbacks, addictions and problems are actually great.

It's a new venue for flavor. I've put thought into the balance for
addition and quantity. It'll add a criminal, or exotic tone to a round,
provide new business opportunities, and new access to stims and chems
without going over the top. Perhaps something peaceful antagonists can
do. More proverbial floor pills give security or command something to
selectively enforce, and absolutely provide novel opportunities for
medical staff!

Also, methsplosions now don't happen in cigarette items! You can smoke
omegaweed without fucking dying!
## Changelog
🆑
add: Added meth, opium, and their production! Also added to black market
uplink.
add: Added a craftable glass pipe.
add: Added to contraband spawners. 
qol: Can now insert any drug item into a pipe.
fix: Spacemen can now smoke meth without exploding!!
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2025-09-09 01:13:46 +00:00
nevimer b348b617a3 Merge branch 'master' of https://github.com/tgstation/tgstation into pupstream-2025-09-07
# Conflicts:
#	README.md
#	code/__DEFINES/admin.dm
#	code/__DEFINES/melee.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/economy.dm
#	code/datums/components/crafting/crafting.dm
#	code/datums/elements/crusher_loot.dm
#	code/modules/antagonists/pirate/pirate_shuttle_equipment.dm
#	code/modules/clothing/suits/_suits.dm
#	code/modules/escape_menu/leave_body.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/mining/equipment/mineral_scanner.dm
#	code/modules/mob/living/living.dm
#	code/modules/plumbing/plumbers/pill_press.dm
#	tgui/packages/tgui/interfaces/Vending.tsx
2025-09-07 00:37:52 -04:00
MrMelbert 59f8de91dc Adds 5 Bond-tier gadgets to the Spy's reward pool (#92481)
## About The Pull Request

1. Penbang

A flashbang disguised as a pen. Clicking the pen arms the flashbang and
has no other visual or audio tell besides the pen clicking.
The fuse's length is based on the angle the pen cap is twisted. 
Works as a normal pen otherwise.

2. Camera Flash

A camera with a high power flash. 
Clicking on an adjacent target will flash them, ie, as a handheld flash.
Works as a normal camera otherwise - no tell.

3. Dagger Boot

A pair of jackboots with a blade embedded in them.
Makes your kicks sharp, meaning they will cause bleeding.
Looks like normal jackboots otherwise, though has a tell on
double-examine

4. Monster Cube Box

A box containing 5 monster cubes, which spawn into a random monster when
wet.
Monsters include Migos, Carps, Bears, Spiders, Wolves...

5. Spider Bite Scroll

A martial art focused around kicks and grabs. 
- Punches against standing, staggered targets will instead kick them,
applying the bonus accuracy and damage that you'd expect from a kick.
(Also combos with the dagger boots)
- All kicks have a chance to disarm the target's active weapon. Chance
increases per sequential kick.
- Grants you the innate ability to tackle. This form of tackling has a
very high skill modifier, meaning you are very likely to get a positive
outcome (or at least, not fail). You also get up fast from it.
- Your grabs are 20% harder to escape from and deal an additional 10
stam damage on fail.

## Why It's Good For The Game

1, 2, 3: Just some random flavorful items, giving them some more toys to
use to complete bounties.

4: Shenanigans, for people who just wanna do "funny thing" instead of
focusing on big loot.

5: I figured it would fill a fun niche: Spies are commonly depicted as
martial artists, and the only martial arts they can obtain is Krav Maga
(it's not unique to Spies) and Sleeping Carp (it's not unique to Spies).
This gives them their own thing that people may look forward to
acquiring and playing around with.
As for the design of it, I wanted to add something that synergizes with
one of the other other items, so in the field if you notice both of them
pop up you really want to go for both.
The rest of the design I just filled in as vaguely useful and flavorful
tools a spy might want for kidnapping or detaining people: Better grabs,
tackling, and disarms.
Then I just went with the flavor of it being something the Spider Clan
used to teach to their Spies / Ninjas, kinda like an analog to the real
life Ninjutsu. (Maybe we can give it to Space Ninjas as well later...
since it doesn't especially benefit Ninjas in any way.)

## Changelog

🆑 Melbert
add: Adds 5 rewards to the Spy item pool: Penbang, Camera Flash,
Dagger-Boot, Monster Cube Box, and the Spider Bite martial art
/🆑
2025-08-26 10:22:11 +10:00
panvxv 2ae097d92d Chaplain's armors fixes and tweaks - matching body parts covered with coresponding sprites (#92446)
## About The Pull Request
Matching body parts covered of chaplain's armor to sprites. I think a
leftover from times when those armours where subtype of riot armour.

<img width="75" height="69"
alt="474691928-183826a3-79e5-431e-aed5-b9a02a2c382e"
src="https://github.com/user-attachments/assets/072228c8-6b04-4aef-b656-aae757af6a7a"
/>

Adept armor was covering arms, hands and feet yet it sprite wasn't
covering those parts. In exchange gave bone bracers to the kit so it
wasn't the worst choice.
<img width="66" height="77" alt="obraz"
src="https://github.com/user-attachments/assets/f3b3ab73-df07-4dc9-890a-47122163f3f5"
/>

Same for Divine Archer coat. It's unique boots and bracers now have
armor. Boots provide less protection to keep the archer comfortable
while on the move (RP reason). (Real reason: so armor from coat and
boots don't give too much legs protection)

## Why It's Good For The Game
Makes Chaplain's armor less confusing. No exposed arms with secret 50%
melee resist. Exposed limbs are actually exposed.
Profane Kit getting something unique - really strong helmet against
melee.
## Changelog
🆑
add: Bone bracers to Divine Adept kit
qol: Adept robes doesn't cover arms, hands and feet as to match the
sprite
qol: Ancient armour doesn't cover hands as to match the sprite
qol: Divine Archer coat doesn't cover arms, hands and feet as to match
the sprite
qol: Divine Archer bracers now have the same armor as Divine Archer coat
balance: Divine Archer boots have their own unique armor
/🆑

(cherry picked from commit 255801a668)
2025-08-08 15:32:33 -04:00
panvxv 255801a668 Chaplain's armors fixes and tweaks - matching body parts covered with coresponding sprites (#92446)
## About The Pull Request
Matching body parts covered of chaplain's armor to sprites. I think a
leftover from times when those armours where subtype of riot armour.

<img width="75" height="69"
alt="474691928-183826a3-79e5-431e-aed5-b9a02a2c382e"
src="https://github.com/user-attachments/assets/072228c8-6b04-4aef-b656-aae757af6a7a"
/>

Adept armor was covering arms, hands and feet yet it sprite wasn't
covering those parts. In exchange gave bone bracers to the kit so it
wasn't the worst choice.
<img width="66" height="77" alt="obraz"
src="https://github.com/user-attachments/assets/f3b3ab73-df07-4dc9-890a-47122163f3f5"
/>

Same for Divine Archer coat. It's unique boots and bracers now have
armor. Boots provide less protection to keep the archer comfortable
while on the move (RP reason). (Real reason: so armor from coat and
boots don't give too much legs protection)

## Why It's Good For The Game
Makes Chaplain's armor less confusing. No exposed arms with secret 50%
melee resist. Exposed limbs are actually exposed.
Profane Kit getting something unique - really strong helmet against
melee.
## Changelog
🆑
add: Bone bracers to Divine Adept kit
qol: Adept robes doesn't cover arms, hands and feet as to match the
sprite
qol: Ancient armour doesn't cover hands as to match the sprite
qol: Divine Archer coat doesn't cover arms, hands and feet as to match
the sprite
qol: Divine Archer bracers now have the same armor as Divine Archer coat
balance: Divine Archer boots have their own unique armor
/🆑
2025-08-07 14:13:15 +00:00
Aliceee2ch cc1d778418 Fixed the nukies outpost chemical locker not having beakers inside of the beaker box (#92365)
## About The Pull Request

title

## Why It's Good For The Game

because you pay tc for chemical room + not intended

## Changelog

🆑
fix: Fixed the nukies outpost chemical locker not having beakers inside
of a beaker box
/🆑
2025-08-04 20:53:36 -04:00
Aliceee2ch 22a2a4006f Fixed the nukies outpost chemical locker not having beakers inside of the beaker box (#92365)
## About The Pull Request

title

## Why It's Good For The Game

because you pay tc for chemical room + not intended

## Changelog

🆑
fix: Fixed the nukies outpost chemical locker not having beakers inside
of a beaker box
/🆑
2025-08-01 02:49:53 +02:00
Nick 9cb4fb1023 Nukie base, expansion expansion pack! (#91829)
## About The Pull Request

## Chemical Department
Adds a extra section to the chemlab, with materials and even a empty
bomb case for your evil chemistry needs!
Adds various beakers sizes of beakers to do chemistry with, gives one
chemical payload that can hold up to 5 beakers to nukies
Adds a locker with chemical closet supplies, medigels pill bottles
beakers.
Adds a hand labeler to properly label your stuff with! a succesfull
nukie is a organized one
Adds a toolbox for properly editing of grenades and plumbing
Adds a smart fridge ontop of the window to store your stuff in

![image](https://github.com/user-attachments/assets/d05418ac-64be-4cfd-817d-b67208192f40)

## Bio Terrorism Department
Expands the cells so you no longer have to juggle your slimes between 2
cells
Adds a big BZ chamber to store the slimes your not breeding in (enough
space to contain every color)
adds a fully upgraded slime proccesor aswell!

![image](https://github.com/user-attachments/assets/f4d35f2e-c96a-4f07-a5b7-5d6d9f73eace)

## Medical section
Moves some stuff to make place for a operating computer

![image](https://github.com/user-attachments/assets/1c9dc5e8-8033-42fa-ae2f-557873cf2230)

This also introduces a new locker sprite made by aliceee2ch
and one chemical payload variant by me

## Why It's Good For The Game

Removes some of the jank and make these places easier to use.
Adds extra stuff to the chemical section to widen the options you can do
as nukies. and make the lab a more proper lab toolwise then the absolute
bare mininum

## Changelog
🆑 Ezel
balance: Nukie Chemistry section, now includes a proper chemistry locker
with pill bottles medigels and big beakers
balance: Nukie Chemistry section, now has a extra section attached to it
that holds some limited amount chemistry materials and a empty bombcase.
balance: Nukie Chemistry section, now has various sizes of beakers, a
special chemical payload that can hold up to 5 beakers, and a hand
labeler to tag your stuff with
map: Nukie Chemistry section, now has a smartfridge
map: Nukie xenobiology section widened and added a fully upgraded slime
proccesor
sprite: New syndicate chemical locker sprite by aliceee2ch
sprite: Adds a darker version of chemical payload only for nukies
/🆑

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-07-19 20:29:22 -04:00
Nick 60549f1c56 Nukie base, expansion expansion pack! (#91829)
## About The Pull Request

## Chemical Department
Adds a extra section to the chemlab, with materials and even a empty
bomb case for your evil chemistry needs!
Adds various beakers sizes of beakers to do chemistry with, gives one
chemical payload that can hold up to 5 beakers to nukies
Adds a locker with chemical closet supplies, medigels pill bottles
beakers.
Adds a hand labeler to properly label your stuff with! a succesfull
nukie is a organized one
Adds a toolbox for properly editing of grenades and plumbing
Adds a smart fridge ontop of the window to store your stuff in

![image](https://github.com/user-attachments/assets/d05418ac-64be-4cfd-817d-b67208192f40)

## Bio Terrorism Department
Expands the cells so you no longer have to juggle your slimes between 2
cells
Adds a big BZ chamber to store the slimes your not breeding in (enough
space to contain every color)
adds a fully upgraded slime proccesor aswell!

![image](https://github.com/user-attachments/assets/f4d35f2e-c96a-4f07-a5b7-5d6d9f73eace)

## Medical section
Moves some stuff to make place for a operating computer

![image](https://github.com/user-attachments/assets/1c9dc5e8-8033-42fa-ae2f-557873cf2230)

This also introduces a new locker sprite made by aliceee2ch
and one chemical payload variant by me

## Why It's Good For The Game

Removes some of the jank and make these places easier to use.
Adds extra stuff to the chemical section to widen the options you can do
as nukies. and make the lab a more proper lab toolwise then the absolute
bare mininum

## Changelog
🆑 Ezel
balance: Nukie Chemistry section, now includes a proper chemistry locker
with pill bottles medigels and big beakers
balance: Nukie Chemistry section, now has a extra section attached to it
that holds some limited amount chemistry materials and a empty bombcase.
balance: Nukie Chemistry section, now has various sizes of beakers, a
special chemical payload that can hold up to 5 beakers, and a hand
labeler to tag your stuff with
map: Nukie Chemistry section, now has a smartfridge
map: Nukie xenobiology section widened and added a fully upgraded slime
proccesor
sprite: New syndicate chemical locker sprite by aliceee2ch
sprite: Adds a darker version of chemical payload only for nukies
/🆑

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-07-12 22:54:58 +00:00
grungussuss fec4a2e9b7 /obj/item/clothing/head/mob_holder -> /obj/item/mob_holder (#91893)
## About The Pull Request
title
## Why It's Good For The Game
it inherits a lot of behavior from clothing which leads to lots of bugs
when it isn't actually clothes, for example: shredded overlays. this
should be better.
probably fixes a bunch of bugs
## Changelog
🆑
code: mob holders are no longer subtypes of clothes, report any issues
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2025-07-04 16:41:47 -04:00
grungussuss 613581897e /obj/item/clothing/head/mob_holder -> /obj/item/mob_holder (#91893)
## About The Pull Request
title
## Why It's Good For The Game
it inherits a lot of behavior from clothing which leads to lots of bugs
when it isn't actually clothes, for example: shredded overlays. this
should be better.
probably fixes a bunch of bugs
## Changelog
🆑
code: mob holders are no longer subtypes of clothes, report any issues
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2025-07-01 14:20:48 +01:00
SyncIt21 1428f663e0 Part 4: Storage Improvements (#90783)
- Address
https://github.com/tgstation/tgstation/pull/90476#discussion_r2051701283.
Makes pill bottle code cleaner
- Datumized some more storage values(monkey guncase toolbox & crafter
toolbox) making their init slightly faster
- Moved all standard storage subtypes(bags, boxes, lockboxes etc) that
is scattered across various files & folders in the codebase into their
respective files under `code/game/objects/item/storage` folder.
This means for e.g. if you want to see all boxes in the game you can
find them in `code/game/objects/item/storage/boxes` folder & don't have
to go looking for hidden subtypes in various module files or folders
where they were hidden away.
  Makes looking for stuff & modifying these storages much saner & easier

🆑
code: organized storage subtypes under the same files & folders
/🆑

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
2025-05-08 19:02:00 -04:00
SyncIt21 455fe545e0 Part 4: Storage Improvements (#90783)
## About The Pull Request
- Address
https://github.com/tgstation/tgstation/pull/90476#discussion_r2051701283.
Makes pill bottle code cleaner
- Datumized some more storage values(monkey guncase toolbox & crafter
toolbox) making their init slightly faster
- Moved all standard storage subtypes(bags, boxes, lockboxes etc) that
is scattered across various files & folders in the codebase into their
respective files under `code/game/objects/item/storage` folder.
This means for e.g. if you want to see all boxes in the game you can
find them in `code/game/objects/item/storage/boxes` folder & don't have
to go looking for hidden subtypes in various module files or folders
where they were hidden away.
  Makes looking for stuff & modifying these storages much saner & easier

## Changelog
🆑
code: organized storage subtypes under the same files & folders
/🆑

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
2025-05-02 23:25:58 +02:00
Fazzie f6f4477ac5 CatwalkStation (#90532)
Adds CatwalkStation into the game.
Also adds its associated arrival shuttle, cargo shuttle and escape
shuttle.
Also adds a few new floor variants: coldroom openspace and breathable
air shuttle hulls.

Full Catwalk FAQ, Feedback Central and Why It's Good for the Game:
https://hackmd.io/@kNRZ9uxhShS3s2N9scOXxQ/BJgfF0JhR

Also, I added a new tag for maps, so any Multi-Z map can opt out of
having grappling hooks spawn in their bags. Catwalk was designed so the
lower level is of easier access than the more restricted top access, so
the problem of people falling into rooms they can't get out of is fixed,
+ it was giving a bunch of unintended access to places.

![365327162-97242637-002d-42d0-9882-aae73ebfa823](https://github.com/user-attachments/assets/c39068ee-9b41-43d4-b56b-dccfb122d8fc)

![365327135-201a800d-6d8b-471b-a73d-698d5d7e67ff](https://github.com/user-attachments/assets/cae0e7bd-7452-45b9-8d34-4228fc89c9c4)

![365327148-b1edf06e-9581-4165-98e7-b728c58a421b](https://github.com/user-attachments/assets/0666b40a-0108-4a80-949b-fb3315fe0472)

![364005220-8d5df862-01fd-4216-86ea-c90b75769e12](https://github.com/user-attachments/assets/ddbb3ab0-973c-44bb-9255-9e5620845239)

![365327156-2396267a-7a0f-4eb8-90c7-c7fa16926b65](https://github.com/user-attachments/assets/a8ef57e6-c779-4eb8-9796-2f63e65c0eb8)

🆑
add: Adds CatwalkStation
code: Multi-Z maps now can toggle on or off having grappling hooks in
people's bags
/🆑

---------

Co-authored-by: Ical <86125936+Ical92@users.noreply.github.com>
Co-authored-by: Ical <wolfsgamingtips@gmail.com>
Co-authored-by: EEASAS <bentoemanuelll@gmail.com>
Co-authored-by: EEASAS <109891564+EEASAS@users.noreply.github.com>
Co-authored-by: Rex9001 <120136161+Rex9001@users.noreply.github.com>
Co-authored-by: GremlinSeeker <168238458+GremlinSeeker@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
2025-04-29 18:29:02 -06:00
SyncIt21 81c9e6ebd3 Part 3: Storage Improvements (#90476)
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-04-29 18:19:23 -06:00
John Willard fc62d98d31 Adds battery matches & gum wrappers (#89871)
## About The Pull Request

Adds bubblegum wrappers, I was originally gonna make it a trash type for
gum but thought it would hide the feature since there's no indication
that they are in a wrapper (and you'd have to eat the entire gum to get
to it, which I don't think you can even do?), so instead bubblegum boxes
have 4 wrappers which each holds 1 piece of gum.
These wrappers can be grinded down for aluminium, or used in a crafting
recipe with a cell of any kind to make a makeshift match, you can ignite
it by using it in your hand (at the cost of minor burn damage).

Fixes the description for matches having 2 periods in them

![image](https://github.com/user-attachments/assets/16b13b64-ca25-4f2f-ba7e-dcaca36f7442)

Icon for the wrapper is a recolored version of ``janitor.dmi``'s floor
sign, while the match itself is the "crappy" cell with a codersprited
stick of gum coiled around it, with a copy paste of the regular match's
fire for the fire.

## Why It's Good For The Game

For years I've thought of how cool it would be to add makeshift
equipment that prisoners could make, this is a pretty harmless addition;
a source of aluminium and matches. Prisoners currently are incredibly
dependent on prison loot spawn, which kinda sucks, and this is also
reliant on prisoner loots, but at the very least it means getting more
use out of the lesser-useful items.
It would be nice to open up new ways to play Prisoner that don't involve
some form of prison breakout.

## Changelog

🆑
add: Bubblegum now comes in wrappers.
add: You can make a match out of a battery and a gum wrapper.
spellcheck: Matches no longer have 2 periods in the description once
used.
/🆑
2025-04-29 17:44:47 -06:00
SyncIt21 82ef7f05c6 Part 2: Storage Improvements (#90390)
## About The Pull Request
Continuation of #90365

- Formatted some usages of `set_holdable()` to be more readable
- `exception_hold` list now stores its values inside `
GLOB.cached_storage_typecaches`. This means we don't have to manage a
static typecache list per storage but can share the value across all
storages making memory management slightly more efficient
- Monkey cube boxes now cannot hold gorilla cubes cause that would make
gorilla cube boxes obsolete also now gorilla cube boxes can now only
hold gorilla cubes & not general monkey cubes(which gorilla cubes is a
subtype of) cause that would make monkey cube boxes obsolete. We are
specializing each box for that specific use case

## Changelog
🆑
code: further improved storage code
fix: monkey cube boxes can no longer hold gorilla cubes & vice versa
/🆑
2025-04-29 17:43:39 -06:00
Fazzie b8adf96b37 CatwalkStation (#90532)
## About The Pull Request

Adds CatwalkStation into the game.
Also adds its associated arrival shuttle, cargo shuttle and escape
shuttle.
Also adds a few new floor variants: coldroom openspace and breathable
air shuttle hulls.

Full Catwalk FAQ, Feedback Central and Why It's Good for the Game:
https://hackmd.io/@kNRZ9uxhShS3s2N9scOXxQ/BJgfF0JhR

Also, I added a new tag for maps, so any Multi-Z map can opt out of
having grappling hooks spawn in their bags. Catwalk was designed so the
lower level is of easier access than the more restricted top access, so
the problem of people falling into rooms they can't get out of is fixed,
+ it was giving a bunch of unintended access to places.

## Changelog

![365327162-97242637-002d-42d0-9882-aae73ebfa823](https://github.com/user-attachments/assets/c39068ee-9b41-43d4-b56b-dccfb122d8fc)

![365327135-201a800d-6d8b-471b-a73d-698d5d7e67ff](https://github.com/user-attachments/assets/cae0e7bd-7452-45b9-8d34-4228fc89c9c4)

![365327148-b1edf06e-9581-4165-98e7-b728c58a421b](https://github.com/user-attachments/assets/0666b40a-0108-4a80-949b-fb3315fe0472)

![364005220-8d5df862-01fd-4216-86ea-c90b75769e12](https://github.com/user-attachments/assets/ddbb3ab0-973c-44bb-9255-9e5620845239)

![365327156-2396267a-7a0f-4eb8-90c7-c7fa16926b65](https://github.com/user-attachments/assets/a8ef57e6-c779-4eb8-9796-2f63e65c0eb8)



🆑
add: Adds CatwalkStation
code: Multi-Z maps now can toggle on or off having grappling hooks in
people's bags
/🆑

---------

Co-authored-by: Ical <86125936+Ical92@users.noreply.github.com>
Co-authored-by: Ical <wolfsgamingtips@gmail.com>
Co-authored-by: EEASAS <bentoemanuelll@gmail.com>
Co-authored-by: EEASAS <109891564+EEASAS@users.noreply.github.com>
Co-authored-by: Rex9001 <120136161+Rex9001@users.noreply.github.com>
Co-authored-by: GremlinSeeker <168238458+GremlinSeeker@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
2025-04-27 13:36:01 -07:00
SyncIt21 9bd45e2f3a Part 3: Storage Improvements (#90476)
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-04-20 12:02:29 +00:00
LT3 f6f72c2616 Fixes invisible premium internals boxes (#3542)
## Changelog

🆑 LT3
fix: Premium internals boxes are no longer invisible
/🆑
2025-04-17 19:02:21 +00:00
Waterpig 753d8e5ba4 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a 2025-04-08 18:58:45 +02:00
John Willard 17503426ee Adds battery matches & gum wrappers (#89871)
## About The Pull Request

Adds bubblegum wrappers, I was originally gonna make it a trash type for
gum but thought it would hide the feature since there's no indication
that they are in a wrapper (and you'd have to eat the entire gum to get
to it, which I don't think you can even do?), so instead bubblegum boxes
have 4 wrappers which each holds 1 piece of gum.
These wrappers can be grinded down for aluminium, or used in a crafting
recipe with a cell of any kind to make a makeshift match, you can ignite
it by using it in your hand (at the cost of minor burn damage).

Fixes the description for matches having 2 periods in them

![image](https://github.com/user-attachments/assets/16b13b64-ca25-4f2f-ba7e-dcaca36f7442)

Icon for the wrapper is a recolored version of ``janitor.dmi``'s floor
sign, while the match itself is the "crappy" cell with a codersprited
stick of gum coiled around it, with a copy paste of the regular match's
fire for the fire.

## Why It's Good For The Game

For years I've thought of how cool it would be to add makeshift
equipment that prisoners could make, this is a pretty harmless addition;
a source of aluminium and matches. Prisoners currently are incredibly
dependent on prison loot spawn, which kinda sucks, and this is also
reliant on prisoner loots, but at the very least it means getting more
use out of the lesser-useful items.
It would be nice to open up new ways to play Prisoner that don't involve
some form of prison breakout.

## Changelog

🆑
add: Bubblegum now comes in wrappers.
add: You can make a match out of a battery and a gum wrapper.
spellcheck: Matches no longer have 2 periods in the description once
used.
/🆑
2025-04-07 19:06:44 +02:00