## About The Pull Request
When lattice and catwalks are deconstructed on `/area/space/nearstation`
the area should update to `/area/space` since it is now an empty space
tile.
## Why It's Good For The Game
Consistency. This is very noticeable when exporting maps and there are
chunks of nearstation area markers with empty space.
## Changelog
🆑
fix: Fix lattice deconstruction to update space areas
/🆑
## About The Pull Request
`/obj/item/sign/interact_with_atom` created the structure instance
before it early returned for being at a diagonal so it wouldn't qdel the
sign item but it would be there. Also refactor an `attackby` to
`item_interaction` while im there
## Why It's Good For The Game
Fixes#93819
## Changelog
🆑
fix: fixed placing wall signs at diagonals allowing you to duplicate
them
/🆑
## About The Pull Request
Sets door_anim_time = 0 so bodybags don't try to animate a door that
doesn't exist
## Changelog
🆑 Melbert
fix: Things disappear instantly when going into bodybags
/🆑
## About The Pull Request
Makes the base builder console "you can't build here" response thing say
the name of the area, rather than the path
## Why It's Good For The Game
You can't build within area/shuttle/auxillary_base
## Changelog
🆑
spellcheck: Auxbase construction console says the name of the area
rather than the path in failure messages
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
What it says on the tin
## Why It's Good For The Game
These modules are often found mapped in roundstart, and are also
printable extremely early in the round. They're not exactly high power
modules, and they are largely important quality of life tools for
non-humans species.
Which, now, operatives can be. So if the op cares to get it, they can
shove it in their suit. The complexity limits of their suit will more
than likely require them to be picky about what they put in anyway.
That's why the complexity system exists in the first place.
They're best placed here so we can assume by default the operative
doesn't need them, since most species don't need, for example, plasma
stabilization. It might be important for icemoon in case an operative
has a nasty fall! ~~Or experiences that weird bug where plasmification
spreads to people~~
## Changelog
🆑
qol: Operative lockers come with thermal regulator and plasma stabilizer
modules.
/🆑
## About The Pull Request
Caused by:
- #93085
I messed up the formatting for arguments accidentally so the 2nd
argument was moved to the 3rd position due to the extra `,`.
## Why It's Good For The Game
Fixes the UI.
## Changelog
🆑
fix: Fix locked secure safes not showing correct UI
/🆑
## About The Pull Request
Makes each "if stack is this material type" an "else if" in the fake
wall making code, preventing trying a second time after failing a
`do_after()`
## Why It's Good For The Game
You can currently do this:
https://github.com/user-attachments/assets/b4fa2ecc-84e8-48fb-9bf9-7ba8388de9a7
You should not be able to do that, for two reasons.
## Changelog
🆑
fix: prevents retrying making a fake wall from range
/🆑
## About The Pull Request
title, ALSO please someone map it in-game later because im lazy
catwalk author words:
<img width="258" height="119" alt="image"
src="https://github.com/user-attachments/assets/43506a5f-124d-49cc-a02f-ebd101ffc33b"
/>
## Why It's Good For The Game
idk consistency
## Changelog
🆑
spellcheck: Birdshot plaque was decomissioned and replaced on Catwalk.
/🆑
## About The Pull Request
Changes platforms to a more topdown perspective to be in line with lava
turfs and adds smoothing to them, ensuring that they always take up all
the space on their lava tile but don't go onto basalt
<img width="860" height="653" alt="dreamseeker_07DHZsrM1C"
src="https://github.com/user-attachments/assets/4522d3e4-27e0-4866-aa07-93d7eeb0f5e1"
/>
## Why It's Good For The Game
Currently large sections of platforms look a bit jank, as can be seen in
the original vent platform PR
<img width="923" height="784"
alt="489234293-9c222c28-f63a-4955-b4b4-c600e934c0c9"
src="https://github.com/user-attachments/assets/91b32618-2496-494e-ac3e-737d8ca999cc"
/>
This should make it much easier to discern which tiles are safe to step
on during hectic combat of vent defense
## Changelog
🆑
image: Boulder platforms spawned by throwing boulders on lava or
activating vents now have new sprites that smooth together
/🆑
## About The Pull Request
- Fixes#93392
- Replaces all custom callbacks with call to `deconstruct()`. The
callbacks weren't necessary as it did the same thing as `deconstruct()`
but in an round about way
- Removed duplicate `Initialize()` procs and the params `building` &
`ndir` from all wall mounts. Makes everything cleaner
## Changelog
🆑
fix: wall mounts placed by player now falls off when the wall they are
mounted on is destroyed
code: cleaned up wall mount code
/🆑
## About The Pull Request
This PR adds a new buffer (and accompanying Lavaland geyser) to the
game: Chiral Inversing Buffer! This unique buffer allows you to
instantly transmute a hidden impure or inverse reagent into its original
form, no hassle with the HPLC. It can be acquired in three ways, two of
which involve Cargo. You can purchase a crate containing one 30u bottle
of the buffer for 600 credits, or for free through Medbay's cargo
console. You can also scour Lavaland and uncover a geyser that offers
unlimited buffer.
The buffer itself checks if any eligible inverses or impurities are
present within the holder. If there is none, the buffer will fizzle out
and be effectively wasted. If there is an eligible reagent, it converts
the reagent into the Inverse at a 10-to-1 ratio with the buffer. This
means that buying a bottle from cargo will net you at max, 300 units of
instant inversing. Do note that this buffer has the best results when
added after a reaction, not during or before.
https://github.com/user-attachments/assets/5f04097d-6baa-4cfd-bf0d-77f175d37acb
## Why It's Good For The Game
This was made from the suggestions of my previous PR at #93316. The main
issue that this PR targets is the lack of speedy access to "true"
inverse reagents. The current system hides the name of most inverses on
creation and only has the HPLC to reliably convert hidden inverses into
their true counterpart. This can cause issues with some inverses due to
them still retaining some properties of their base reagent. While that
system cannot be removed as of now, this PR serves to add another
alternative for Chemists to pursue if they need to purify their inverse
outputs.
<img width="135" height="136" alt="chiralgeyser"
src="https://github.com/user-attachments/assets/1cb336ac-966e-4c4b-8cb2-68616c410f26"
/>
## Changelog
🆑
add: Chiral Inversing Buffer : A new way to convert your hidden
impurities and inverses into their true form! Requires a purchase from
Cargo or a trip to Lavaland to acquire.
balance: A new geyser has been added to Lavaland that outputs Chiral
Inversing Buffer. Geyser weights have been adjusted to accommodate this
addition.
/🆑
## About The Pull Request
https://github.com/user-attachments/assets/d3ddfa79-c7c1-4ab3-81fb-08eedbf51539
## Why It's Good For The Game
I didn't really like how closets shutting would instantly vanish all of
the objects inside, so this is just a small tweak to maintain the
illusion.
The items are not grabbable while the closet is shutting, physically
they still enter instantly, we just visually keep them in place for a
moment
Unfortunately it seems like this doesn't play too nicely with sidemap -
some objects will outright disappear and the display order is shuffled,
I'm not sure the best way to get around that
## Changelog
🆑 Melbert
qol: Closet animation has been updated slightly - when closing objects
no longer disappear instantly.
/🆑
## About The Pull Request
Moves a lot of the unique renaming implementations described in #82664
to the functions given by the `obj_flag` `UNIQUE_RENAME`.
`UNIQUE_RENAME` has been given new properties to account for
non-standard renaming, these being the `RENAME_NO_DESC` flag that
prevents changing the description, the `nameformat()` and `descformat()`
procs that, when modified, allow for applying naming formats(i.e. "Body
Bag - [input]"), as well as other post-renaming handling such as
changing the name of the output plant of a renamed seed, the
`rename_checks()` proc that allows for unique naming prevention(such as
a locked personal closet), and the `rename_reset()` proc to clean up
other possible renamed variables potentially changed in `nameformat()`
and `descformat()`.
This also adds `/datum/element/tool_renaming` to crayons, which will let
them rename anything that has `UNIQUE_RENAME`. I looked through
everything with that flag, and I didn't see anything that I don't think
should be renameable by a crayon(except things that shouldn't be
renamable with pens), so it shouldn't fuck anything up.
## Why It's Good For The Game
moves all of the non-honorable mentions in #82664 to the same renaming
system, and also moves all of the honorable mentions save for:
- plaques, as they only get renamed once and wouldn't benefit from
`UNIQUE_RENAME` imo
- books, because they're far more than just renaming, and are persistent
- paintings, because they're persistent
- photos, because they're not normal renaming and they're persistent
- endoskeletons, because they're done with a multitool in UI
- cardboard IDs, because they're far more than just renaming
Additionally, this fixes:
- Implanter renaming didn't work because a ! was missing
- Clown borg picket sign renaming didn't work because they didn't use
the correct arguments
This'll make it easier to make renameable objects in the future, as
well.
## Changelog
🆑
fix: fixes implanter renaming not working
fix: fixes clownborg picket sign renaming not working
code: brought most unique renaming implementations under UNIQUE_RENAME
/🆑
## About The Pull Request
Heretic has received a complete overhaul. This PR touches nearly every
aspect of the antagonist. For readability's sake, not every change is
going to be listed in this pull request.
For the full list of changes please refer to the design doc:
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.
Code by Me, @Xander3359 and @Arturlang
TGUI by @Arturlang
Sprites by OrcaCora and GregorDM
Writing bits by @necromanceranne
### Core changes
- Cross-pathing has been removed. Main knowledge spells are now
exclusive to their path (for the most part).
- For every main knowledge unlocked (save for the robes and the blade
upgrade), Heretics can choose one option from a draft of 3 random side
knowledges (this is a free point).
- Heretics can now purchase side knowledges from a new tab, the
"Knowledge Shop". Side-knowledges have been divided by tier (Stealth,
Defense, Summons, Combat and Main). Tiers are unlocked as you progress
toward your main path.
- Heretics now gain the grasp and mark upgrade immediately, but their
main knowledge choices cost twice as much (except for the first spell,
the robes and the blade upgrade).
- Path specific robes have been introduced! They come with their own set
of quirks.
- Each Path has received a passive ability. This passive is upgraded
when you first create your robes, and again when you complete the Ritual
of Knowledge.
- Paths have been rebalanced as a result of the removal of cross-path
progression. Cosmic and Moon paths have received soft reworks.
- Upon unlocking the path 2nd level or reaching a total of 8 points
worth of knowledge, Heretics will lose the ability to blade break (and
the limit on blades all together).
- Ascension now automatically calls the shuttle with no possibility of a
recall.
- Late join Heretic has been removed.
### New UI
<img width="750" height="635" alt="moon path ui"
src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990"
/>
### Knowledge shop
<img width="787" height="669" alt="Knowledge shop"
src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7"
/>
### Quality of life //General balance changes
- Heretics will now gain X-ray vision for a few seconds when nearby an
eldritch essence (this effect has a cooldown).
- Ritual of knowledge now requires 1 uncommon item instead of 2. You may
now use a stunprod instead of a baton to complete the ritual. Beartraps
have been removed from the list of possible reagents.
- The maximum number of possible sacrifices required to ascend has been
reduced from 6 to 5 while the minimum has been upped to 4.
- Codex Cicatrix no longer requires a special pen to be made.
### Passive abilities
- Heretics now start with a passive ability. You can find what it does
on the path info tab after a path has been selected, and what they gain
when upgraded.
- Crafting your first set of Eldritch robes will bump your passive to
level 2.
- Unlocking the 2nd level will subsequently unlock your "Ritual Of
Knowledge"
- Completing the ritual of knowledge or ascending will net you the final
level.
### Path Specific Robes
- Armorer's Ritual is no longer a side knowledge. Each path will have
their own unique version of the ritual. This is placed after the 2nd
spell in the tree.
- Robes can no longer be destroyed by fire and acid, grant t4 flash
protection (Moth Heretics stay winning) and protection against basic
syringes, to bring them on par with other antagonist's armor sets.
- The recipe to craft the robes is now a set of armor/vest, a mask (any
mask will do now, not just gas masks), plus the unique reagent required
for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so
on)
- Wearing the robes as a non-heretic may yield some unfortunate
side-effects.
### Moon Path Rework
Moon path rework.
Moon Heretics gain immunity to brain traumas and slowly regenerate brain
health. Equipping the moon amulette channels its effects through the
moon blade; making it unblockable and cause sanity damage instead of
brute. Ring leader's Rise now summons an army of harmless clones that
explode when attacked; the explosion briefly stuns non-heretics and
cause sanity and brain damage to them. Moon blade can also now be used
when pacified and Moon spells are no longer blocked by regular anti
magic, only mind magic protection.
**Cosmic Path Rework**
Cosmic path has received the biggest batch of changes alongside Moon.
The path has been dead last in ascension and pickrate (less than 5%) for
almost 2 years. It did gain some popularity over the last few months,
reaching the highest ascension rate in the game (12%) while mantaining a
relatively low pickrate.
Cosmic sits in a weird spot, where pretty much every knowledge
surrounding the path is either mediocre or, in the case of the
ascension, dysfunctional. Yet it has maintained a smidge of relevancy
due to how quickly Cosmic heretics can capture and sacrifice targets
thanks to Star Touch.
As a result, the best course of action would be to rebalance the
entirety of the kit; granting the heretic more tools to manipulate space
and dictate the flow of a fight, while lessening their ability to end a
confrontation by instantly sleeping their opponents.
lastly The Star Gazer is now ghost controlled ; And they shoot lazers!
<img width="636" height="451" alt="gazer gag 3"
src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b"
/>
## Why It's Good For The Game
### Ok...but why do we want this?
Again, if you want my full reasoning, please check my doc
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.
To keep it short and concise; Heretic is too complex and unintuitive for
its own good. Too impenetrable for new players and too abusable for
experienced players. This can be chalked up to a lot of poor design
decisions. But ultimately, what I believe being the biggest contributor
to the current status of Heretic is the ability to move into different
paths, also known as "Cross-Pathing".
### Cross Pathing my beloathed.
Cross-pathing, while cool in theory, overcomplicates the antagonist and
overloads them with power. Players dealing with the heretic are
incapable of working out what a given heretic can do. This also leads to
late game heretics having 3 rows Worth of action buttons and virtually
no weakness.
Over the last year, I've often received the understandable but also kind
of unfair accusations of making Heretic too powerful without a clear aim
or purpose.
My goal with the paths I've reworked over the last year (Rust,Void and
Blade) wasn't necessarily to just make them stronger (although that was
also part of the goal, as they were paths that were underperforming),
but for them to have more interactions with the sandbox and to better
live up to the fantasy presented to the player.
If an harbringer of frost gets countered by a cup of coffee, we probably
messed something up.
Unfortunately, the current incarnation of Heretic doesn't really allow
for surgical balance changes to specific paths. Every time a knowledge
gets buffed, we make every path that can easily tap onto that knowledge
stronger by default. It doesn't take a genius to understand why this
system is ultimately unsustainable.
### Blade Breaking
I feel that after a heretic has reached the near peak of their power,
they no longer need the ability to instantly escape any encounter. Check
my doc for my full reasoning.
## Less versatile, more specialized paths.
By removing cross-pathing, we remove a huge maintainability burden from
the antagonist. Paths can now be designed around clearer strengths and
weaknesses. They become easier to balance and less of an headache to
understand for everyone.
It also means we can give paths some needed quality of life quirks
without having to worry how such a change might have a knock-on effect
for other paths.
Ash heretics can finally let loose without dying by their own flames.
Cosmic Heretic can go to space without having to carry a modsuit. Moon
Heretic can use their abilities without fear of one random trauma
ruining their day, and so on.
### What a horrible night to have a curse...., wait how do I curse
people again?
As of right now the heretic tree has quite a hefty amount of trinkets
that pretty much never see use.
Partly because the tree itself is a nightmare to navigate. And partly
because why would anyone set up an elaborate plan or scheme when they
can unleash 2 rows of spell in the span of bunch of seconds.
Heretics mostly gravitate towards powers that push them towards greater,
more potent combat strength. If it doesn't contribute to killing people
quicker, it isn't worth doing for most. And given the opportunity cost
associated for taking those powers, they will remain that way so long as
there are better choices to be poached.
The new draft system encourages Heretics to play more with the tools at
their disposal. If you want to go for a specific combo from the side
path options, you may now do so by tapping into the knowledge shop.
Yes, the shop does include a few knowledges from the other paths. But
these are limited to 1 per path, are very expensive and can only be
unlocked very late into the shift.
## Drip Of the Mansus
The iconic heretic robe is actually sequestered to a side path that is
most easily access by only two paths at a time. Since heretic paths are
being made to be much more specialized, the most obvious way in which
this can be showcased is through an easily
identifiable outfit.
By using the robes, we can both telegraph WHAT heretic you are looking
at, and just how much power they've accumulated and when it is
reasonable to take the kid gloves off and treat them as a genuine
threat. If a heretic is in their
robes, that heretic is now a significantly more prominent danger to the
station.
It also serves as a useful means for gating some of the more powerful
effects of a heretic's path behind the robes, AND enable options for
disarming them of that power should they be captured without making it
something endemic to their mob.
A major problem with heretics is a lack of certainty as to how powerful
they have become. A heretics robes is one of the milestones to help
players dealing with heretics identify that.
### Will this be 100% fair and balanced?
This is a massive overhaul to a pretty complex and bloated antagonist.
I've done my best to show the changes to several maintainers and other
members of the community for their feedback. But at some point we'll
have to see how this behave in the environment to get a feel if
something is over or undertuned. (that's my way of saying, yes this is
likely gonna require a testmerge or two).
What I will say is that I'm not trying to change the core identity of
Heretic.
Heretics should have the upperhand in single encounters early on, be
able to joust a small group of players after they unlock their final
spell, and end the round when they ascend. They're a progression
antagonist. They should retain their payoff as well as pose a danger as
they grow stronger.
But if more players feel like they are more reliably able to play the
antagonist in more varied and interesting ways, rather than the
antagonist largely existing as a measuring stick for 'robustness' due to
its elitist design philosophy, then the rework has been a success. There
should be something for
everyone in the antagonist, as is true for all of our antagonist roles.
## About The Pull Request
Converts the following:
- Medical Kiosk
- Implant case
- Flamethrower
- Chemical implant case
- Pappercutter
Also I've looked at some alt click procs and adjusted some of their
returns
## About The Pull Request
### CMO palette update
Before - after
<img width="533" height="324" alt="image"
src="https://github.com/user-attachments/assets/c8a843a6-875d-4796-8c62-d24dd509147b"
/>
Logical follow up to #93313 and #91902
CMO now has a backpack which matches their teal palette rather than
re-using the medical doctor's blue backpack
CMO now starts with white sneakers instead of blue sneakers
### Garment bag update
Garment bags can hold backpacks, duffels, etc.
However they CANNOT store backpacks which have ANY contents, so no risk
of storage nesting memes here.
### Misc
Removed the defib mount from the CMO's closet
Minor bugfix for being unable to swap storage positions of items which
were instantiated in a storage
## Why It's Good For The Game
- Much like the Paramedic, the CMO has had many cooks which have not
always been on the same page, so this makes their sprite a bit more
coherent.
- Heads with unique packs just tossed them in their closet which is
pretty spammy given we have four variants now. Putting them in the
garment back makes sense.
- Defib mount in CMO's locker hasn't been necessary for a while now that
all treatment centers spawn with defib mounts.
- Bugfix.
## Changelog
🆑 Melbert
image: CMO now has unique backpack/satchel/etc. sprites which matches
their teal palette.
image: CMO spawns with white sneakers instead of blue sneakers.
qol: Garment bags can hold empty backpacks/satchels/etc.
del: Defib mount removed from CMO's locker.
fix: Items stocked in a storage item by default can be
mouse-drag-swapped like any other item.
/🆑
## About The Pull Request
Adds the Jaws of Recovery, a form of Jaws of Life. These spawn in
cabinets in medical, similar to the fireaxe and mech removal tool.
Jaws of Recovery have two heads; prying, like a standard set of jaws of
life, and bonesetting.
Jaws of Recovery cannot be used to open windoors, and cannot be used to
open certain restricted doors. These doors include command staff private
offices, any command specific areas, AI upload areas and security areas
that aren't the brig entrance.
Jaws of Recovery also send out an alarm whenever used to open a door
that is of meaningful significance, like a departmental area. This does
not happen when opening maintenance airlocks, public accessible doors,
external airlocks and the auxiliary base.
The standard Jaws of Life and Syndicate Jaws of Death are entirely
untouched and function as expected.
<img width="240" height="177" alt="image"
src="https://github.com/user-attachments/assets/4e661720-25c7-42b5-963d-707b77d3683f"
/>
## Why It's Good For The Game
In my last PR I removed the broad access available to paramedics.
https://github.com/tgstation/tgstation/pull/92751
I have already explained my reasoning as to why this broad access is a
mistake. This is not anywhere close to that broad access being returned.
This is a slow, deliberate interaction meant to create friction when
someone is moving around using this tool.
Now, obviously, the change was something of a kick in the teeth for
paramedics (which I won't apologize for doing). I hadn't received any
moderate alternatives that sounded like a good idea for months. That is,
until the PR was merged and someone told me about how paramedics over on
Baystation have jaws of life, but they alert people over the radio when
they are used. Seemingly they were as much worried about paramedic
tiders as we are, and they're a high roleplay environment. We clearly
invited a problem on our end that they had sought to resolve because
they too realized that it was a mistake to just give the role this
access.
Now, obviously, [RETA exists to get medical staff into an
area](https://github.com/tgstation/tgstation/pull/92753). That's all
well and good and I like that system. This does not detract from that PR
whatsoever either. This is meant to serve as an extra emergency measure
in the event a paramedic REALLY needs to get into an area while trying
to create some kind of accountability for their actions by telling sec
when they start being used to pry open airlocks. If sec doesn't like how
much the paramedic is invading areas without reason, they at least know
where and when they've been going into locations and might be
incentivized to go investigate.
## Changelog
🆑
add: Adds the Jaws of Recovery. One can be found in a locked glass
cabinet in medical. These jaws of life are restricted on what they can
force open, and alert security and medical whenever they are utilized to
pry open departmental doors. They can't be used to open high security
doors whatsoever. And they come with a bonesetter attachment instead of
wirecutters. You know, for power-relocating your arm.
/🆑
## About The Pull Request
ports https://github.com/DaedalusDock/daedalusdock/pull/1144
ports https://github.com/DaedalusDock/daedalusdock/pull/1147
full credit to @Kapu1178 for the juice
instead of `reacher.CanReach(target)` we now do
`target.CanBeReachedBy(reacher)`, this allows us to give special
behavior to atoms which we want to reach, which is exactly what I need
for a feature I'm working on.
## Why It's Good For The Game
allows us to be more flexible with reachability
## Changelog
🆑
refactor: refactored how reaching items works, report any oddities with
being unable to reach something you should be able to!
/🆑
## About The Pull Request
Technically, this PR introduces the cuffable_item element and the
cuffed_item status effect and their relative code.
In more player-friendly terms, this allows the ability to use handcuffs
to bind certain items to your hands by right-clicking it with a pair of
handcuffs in your active hand. This makes the item unable to be dropped,
for better or worse, until you or someone else remove said cuffs. And
no, this doesn't conflict with the ability to be handcuffed if you're
silly enough to think that.
There are more than one way to remove the cuffs. For the player with the
item cuffed to their hand, to remove the cuffs they can either click the
status alert, or examine the item and click the relative hyperlink. The
second option is good to have if for some reason the status alert
doesn't show up (too many alerts etc.).
For other people, they can remove the cuffs by opening the strip
inventory menu (the one you open by click-dragging the sprite of person
with the item onto yours). It's an alternative action specific to this
status effect (therefore only held items). Until the cuffs are removed,
trying to remove the item **directly** will bring you nowhere **because
the item is stuck to their hands**, duh. Alternatively you can just chop
their arm off. You do what you do.
For a list of items that can be bound with cuffs (suggestions welcome):
- briefcases
- toolboxes
- lockboxes
- first aid kits
- shields (they generally have handles and all. gameplay-wise they
already take away one hand slot to use. Using cuffs seals the deal: no
swapping items on the go, so no two-handed weapons, but you won't drop
the shield until it's broken)
- jerrycans (Kryson's suggestion)
- soup pots (ditto, kinda weird)
- coffee mugs, and the mauna mug (ditto)
- buckets
- plushes (silly stuff, if you ever want to arrest a plush or test the
feature)
- pet carriers
- mining drills
- swords with closed guards (ERT chainsaw-sword, cap's sabre, parsnip
sabre, cutlass, e-cutlass...)
- crutches and the white cane
- baskets
- flashlights and lamps (not subtypes like flares, glowsticks and
torches)
- TTVs
- chairs
## Why It's Good For The Game
This opens up for some emergent use for handcuffs beside people (or
prisoner shoes). Inspired by a scene of some 1998 action movie, where
one of the bad guys had the mc guffin briefcase latched to his wrist
with a pair of handcuffs.
Codewise, it was also a reason to refactor bits of code like handcuffs
and screen alerts slightly. On a sidenote, actual sprites for
cult/heretic shackles.
## Changelog
🆑
add: You can now bind certain items like briefcases, toolboxes, medkits,
shields, jerrycans etc. to your hand with a pair of handcuffs,
preventing them from being dropped. You can remove said binds at any
time unless incapacitated, and so can others through the strip inventory
menu.
qol: The appearance of a screen alert now updates if the object it
represents (like, an item offered by another player) changes appearance.
imageadd: The shadow shackles item (from cult magic and heretic
sacrifices) now has its own icon.
/🆑
## About The Pull Request
Completely rewrites the abandoned crates code to modern code standards,
replacing messy switch statements with weighted loot spawners.
## Why It's Good For The Game
- Clear code
- Simple to add new loot types or modify existing ones
## Changelog
🆑
refactor: Abandoned crates refactored
/🆑
## About The Pull Request
Apparently wall construction code is snowflaked and indented as fuck
(and the same goes for door assemblies). I'm not bothering refactoring
everything with them, only to reduce the indentation, changing a couple
vars and overall making it easier to work with them later. This includes
wall construction not being hardcoded to sheets but include the
possibility to use other kind of stacks as well (if you don't count the
snowflake interaction with iron rods). In layman's terms, this means you
can make walls made out of sand (distinct from sandstone) again.
Also I've done some small changes to the materials storage, so that it
can eject ores too if the material doesn't have a sheet type.
Also, I've been told there may be issues with broken, uninteractable
(probably not properly initialized) glass sheets beside the ORM. I'm not
100% sure about the deets, but it may have something to do with spawning
the glass on the same turf the ORM is listening to, when smelting sand,
causing some race conditions, so let's spawn it in nullspace
## Why It's Good For The Game
While I'm sure there may be more elegant solutions (just take a look at
the wall and door construction code, they both use text2path oh god!),
I'm just here to make things a lil' cleaner and be done with issues with
the fact that sand is made of sand.
## Changelog
🆑
fix: You can once again make sand walls.
fix: Deconstructing an autolathe with sand in it should now drop sand.
/🆑
## About The Pull Request
- Fixes#93147
Borgs and silicons were able to get mood effects and status effects from
being in the shower.
## Why It's Good For The Game
Not intended.
## Changelog
🆑
fix: Fix shower causing mood and status effects to non-carbon mobs
/🆑
## About The Pull Request
The export multiplier for monocloning jumpercable fish has been lowered
by an order of magnitude, making each one sell for a value in the
ballpark of 200-300 credits each, in-line with a free crate as opposed
to... buying a whole crate for free.
The emagged fishing portal board has been removed from the treasure
chest loot table.
## Why It's Good For The Game
**The emagged fishing portal can still be obtained by emagging a fishing
portal as usual and intended.**
Currently, the ocean portal can spawn in a treasure chest,
`/obj/structure/mystery_box/fishing`. It's a time-gated rare item from
the ocean portal, which has a rare chance to spawn. The issue with the
fishing treasure chest is primarily that one of it's rewards is the
emagged fishing portal. Additionally, the treasure chest functions like
the christmas tree, one free gift per mind per box. On a decent pop you
run pretty good odds of getting the emagged fishing portal.
As a result, the fishing portal has been obtained a particularly large
number of times, far more than expected based on export data. I know
this due to the chart.
### Arcane what do you mean "the chart".
I mean the **chart.**
<img width="1550" height="274" alt="image"
src="https://github.com/user-attachments/assets/82e5dfd6-9f96-478b-b4f1-8259c5d4f905"
/>
This is a chart of the top most exported items based on all superset,
blackbox data. Number one, the monocloning jumpercable, aka
`/obj/item/fish/jumpercable`. On current patch, they have an average
export value in the ballbark of 2k-3k credits for each fish caught, with
a 25% chance to be caught from an emagged portal. As their name
suggests, they can clone themselves without a breeding pair, and breed
up to a tank maximum of 12 of themselves.
These fish make up 4x more export value than all sales across the stock
market, and believe me, I *already know* how unilaterally broken the
stock market is right now.
Keeping these as-is would be extremely unhealthy for game health. This
isn't just me being an asshole about balance as usual.
**The emagged fishing portal can still be obtained by emagging a fishing
portal as usual and intended.**
## Changelog
🆑
del: You can no longer obtain an emagged fishing portal board from
treasure chests. You can still, however, emag fishing portals.
balance: Monocloning Jumpercable fish have had their export values
decreased. Their cloning capacity and electrical output remain the same.
/🆑
## About The Pull Request
This fixes custom materials for a few objects:
- Wooden tables are now made of wood
- Racks are now made of iron
- Bone racks are now made of bone
Also the formatting was missing a space in between the `=` which was
annonying.
## Why It's Good For The Game
Consistency.
## Changelog
🆑
fix: Fix custom materials on wood tables and racks
/🆑
## About The Pull Request
You can now rotate cannons!
## Why It's Good For The Game
You can now rotate cannons!!!
## Changelog
🆑
qol: You can now rotate cannons.
/🆑