## About The Pull Request
When bitrunners attempt to leave their domain via the ladder, they will
fail if there is an active, living bitrunning glitch antagonist within
the domain. Other methods of leaving such as death or taking the red
pill are unaffected.
they can also leave if the crate's delivered
sorta a sister PR to #95934
## Why It's Good For The Game
enter domain -> get alert about bitrunning glitch -> leave -> turn off
domain
What a fun gameplay loop, for everyone involved.
You'll fight the glitch and you'll like it. (liking it
[pending](https://github.com/tgstation/tgstation/pull/96138))
You can still leave if you REALLY, REALLY need to at the cost of a
little brain damage, but otherwise the literal only obstacle that will
ever be in your path should be something you have to engage with.
## Changelog
🆑
balance: Bitrunners can't back out of domains via the ladder while
bitrunning glitches remain in them
/🆑
## About The Pull Request
Removes a lot of cargo cult copypasta with
`default_deconstruction_screwdriver`, `default_deconstruction_crowbar`,
and to a lesser extent `default_pry_open` and
`default_change_direction_wrench`
ALL you gotta do now if you want your machine to have an openable panel
or be deconstructible with a crowbar is this
```dm
/obj/machinery/dish_drive/screwdriver_act(mob/living/user, obj/item/tool)
return default_deconstruction_screwdriver(user, tool)
/obj/machinery/dish_drive/crowbar_act(mob/living/user, obj/item/tool)
return default_deconstruction_crowbar(user, tool)
```
`default_deconstruction_screwdriver` no longer directly sets
`icon_state`, requiring the user pass in the open and closed icon
states. Now, it just calls `update_appearance`, and everything that once
passed the icon state now uses `base_icon_state` and
`update_icon_state`.
## Why It's Good For The Game
Many of these procs were terribly overcomplicated and difficult to work
with for what should be a relatively simple action
Streamlining it makes it easier for coders to understand and work with
## Changelog
🆑 Melbert
refactor: A majority of machines had their screwdriver/crowbar/wrench
interactions rewritten, report any oddities like being unable to open a
machine's panel or deconstruct a machine
/🆑
## About The Pull Request
This PR refactors ``effect_system``s to be a bit easier to use by
getting rid of ``set_up``, allowing ``attach()`` to be chained into
``start()`` and refactoring most direct system usages in our code to use
helper procs.
``set_up`` was unnecessary and only existed to allow ``New``'s behavior
to be fully overriden, which is not required if we split
sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype
which houses the effect spreading behavior. This allows us to roll all
logic from ``set_up`` into ``New`` and cut down on code complexity.
Chaining setup as ``system.attach(src).start()`` also helps a bit in
case no helper method exists
I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively
allow chemical smoke or foam to be spawned easily without having to
manually create effect datums and reagent holders.
Also turns out we've had some nonfunctional effect systems which either
never set themselves up, or never started, so I fixed those while I was
at it (mostly by moving them to aforementioned helper procs)
## Why It's Good For The Game
Cleaner code, makes it significantly easier for users to work with. Also
most of our effect system usage was copypasta which was passing booleans
as numbers, while perfectly fine helper procs existed in our code.
## Changelog
🆑
refactor: Refactored sparks, foam, smoke, and other miscellaneous effect
systems.
refactor: Vapes now have consistent rigging with cigs using the new
system.
fix: Fixed some effects never working.
/🆑
## About The Pull Request
Improves some blackbox logging for bitrunner domain creation, by also
logging how much information they had when they chose it.
Also some minor code improvements, by making methods for whether the
name/reward of a domain is visible.
## Why It's Good For The Game
Right now, if we just look at blackbox logs, we cannot easily tell if a
domain is being deliberately avoided when possible, as we cannot tell if
it's run unintentionally or intentionally. Now we will record that
information, so we can act on it, and hopefully perform actions to
improve the domains that people attempt to avoid.
## About The Pull Request
Tin, some global lists being kept in memory for no reason when all they
are used for is initially picking a random reagent from a list.
## Changelog
Nothing player-facing, just code janitoring.
## About The Pull Request
Floppy disks received a sprite upgrade, as well as unique wraps:
<img width="364" height="150" alt="image"
src="https://github.com/user-attachments/assets/0ac433e3-7432-4c06-bec2-aeae00b6852f"
/>
<img width="786" height="527" alt="image"
src="https://github.com/user-attachments/assets/0f36bd0d-0362-4431-8131-49060a2fe348"
/>
You can now stack floppy disks! They also scatter around when thrown.
The video also showcases new styling options with a selection of
stickers! You can also write something on the disk instead of selecting
an icon:
https://github.com/user-attachments/assets/ff0a8542-9d79-4108-ae46-672ca5d620a2
MOST disks now inherit the `/item/disk` type to properly stack and do...
stuff. An updatepaths script included.
## Why It's Good For The Game
Old school is cool. Stacking disks makes them feel more authentic, while
styling allows for more crearivity!
## Changelog
🆑
add: New unique wraps for floppy disks
qol: Floppy disks can now be stacked
image: New sprites and stickers for floppy disks
map: Added and ran an updatepaths script
refactor: Most disks are now under the base disk item type
/🆑
---------
Co-authored-by: The-Tyrant <tyrantofgaming@gmail.com>
## About The Pull Request
Last Christmas we had and resolved this bug #88595 where via the
mechanic of buying random trash, Cargo could roll on the roulette to try
and get random Christmas presents and open them for random items.
This was removed because it's not supposed to work that way and was a
way of exploiting Christmas cheer for personal gain, which is grinchsome
behaviour.
That said, being able to order Christmas presents is also kind of
soulful, so this PR brings that mechanic back but on purpose this time.
During the Christmas season _only_, Cargo can spend 3000 credits of
their budget to order a "Surplus Christmas Gifts" crate which contains
4-6 presents _with pre-assigned recipients_.
In a similar system to addressed mail, only the person written on the
gift tag can open the present, so unless you're sufficiently scroogeous
to collect a huge pile of presents on the cargo room floor in hopes of
getting a couple with your name on (in my testing these contained raw
unbaked croissant dough, and a piece of paper from a space ruin) you
should mostly be using this to deliver generalised holiday cheer to the
crew rather than just yourself.
This PR also contains (maybe as more lines than the actual feature) a
refactor changing a bunch of boolean vars on `/datum/supply_pack` into
bitflags, because I needed to add one more and it seemed silly to have
so many booleans.
## Why It's Good For The Game
It allows those with the yuletide spirit to deliver some christmas cheer
to their fellow man, isn't that the season's reason?
## Changelog
🆑
add: When the game considers it to be Christmas, Cargo can order
additional Christmas gifts pre-addressed to random crew members.
/🆑
## About The Pull Request
Passes a standardized define into some of the tgui to parody behavior
with vending machines.
Adds a few defines for money symbols to make it easier to rework types
of money.
If yall are for this I can also go through and find and replace a ton of
strings and other tgui with these, but dont want to sink 2 much time
into it if not.
<img width="966" height="646" alt="image"
src="https://github.com/user-attachments/assets/2d4753be-7e5d-4733-acf8-05f354127a6a"
/>
Proof of concept if Nanotrasen was not an evil conglomerate and the
dollar never went out of style
<img width="1009" height="661" alt="image"
src="https://github.com/user-attachments/assets/e68bfcd3-4053-4641-9b28-f384f2cb049b"
/>
some broken shit here but 99% thats cause minimal runtime station does
not support the supply console
<img width="795" height="767" alt="image"
src="https://github.com/user-attachments/assets/30dbd625-5338-4dc3-80db-922ff045f0f0"
/>
## About The Pull Request
Completing a combat bitrunning domain grants 0.8 score bonus per player
that escaped without being hit
## Why It's Good For The Game
I figured it be a fun challenge to try to nohit these things, especially
the megafauna ones. For a bonus.
## Changelog
🆑 Melbert
add: Nohitting a combat bitrunning domain rewards a higher score.
/🆑
## About The Pull Request
someone forgot to actually subtype these items
## Why It's Good For The Game
i tried to go to the definition of eyepatches and got brought here. it
hasnt been an issue because of this being earlier in the load order.
## About The Pull Request
- Closes#92210
1) Bit Forge can be deconstructed with a screwdriver & crowbar like a
normal machine
2) Adds examines & screentips for netpod, bitforge(icon for panel open
state added) & quantum server on how to deconstruct them. New icon state
for when bitforge has its panel open is shown below
<img width="210" height="103" alt="Screenshot (497)"
src="https://github.com/user-attachments/assets/bb44c78d-1f0e-468f-9a79-ebc5800edd09"
/>
3) Moved bitrunning machine designs into files that exist to hold that
type of code
## Changelog
🆑
code: moved designs & circuitboards for bitrunning into their correct
files
qol: adds examines & screentips for bitrunning netpod, bitforge & server
on how to deconstruct them
fix: bitforge can be deconstructed with a screwdriver & crowbar
/🆑
(cherry picked from commit bb38209bb4)
## About The Pull Request
- Closes#92210
1) Bit Forge can be deconstructed with a screwdriver & crowbar like a
normal machine
2) Adds examines & screentips for netpod, bitforge(icon for panel open
state added) & quantum server on how to deconstruct them. New icon state
for when bitforge has its panel open is shown below
<img width="210" height="103" alt="Screenshot (497)"
src="https://github.com/user-attachments/assets/bb44c78d-1f0e-468f-9a79-ebc5800edd09"
/>
3) Moved bitrunning machine designs into files that exist to hold that
type of code
## Changelog
🆑
code: moved designs & circuitboards for bitrunning into their correct
files
qol: adds examines & screentips for bitrunning netpod, bitforge & server
on how to deconstruct them
fix: bitforge can be deconstructed with a screwdriver & crowbar
/🆑
## About The Pull Request
Alleviates #91603
As in it does not fix it because i have not been able to reproduce it.
It now checks for invalid values and defaults to `amount`(which is 1)
during `Initialize()` and not null so we don't have to pass the number
`1` when creating a single sheet.
A stack trace is thrown for <= 0 sheet amounts so we can debug & fix
stuff
## Changelog
🆑
code: stacks error on invalid amounts, removed manual passing of number
`1` when creating a single stack in many cases
/🆑
## About The Pull Request
Alleviates #91603
As in it does not fix it because i have not been able to reproduce it.
It now checks for invalid values and defaults to `amount`(which is 1)
during `Initialize()` and not null so we don't have to pass the number
`1` when creating a single sheet.
A stack trace is thrown for <= 0 sheet amounts so we can debug & fix
stuff
## Changelog
🆑
code: stacks error on invalid amounts, removed manual passing of number
`1` when creating a single stack in many cases
/🆑
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>
- 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>
## 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>
## About The Pull Request
Reverts the storage initialization refactor and all subsequent related
PRs.
The original PR is below our standards both for code quality and
testing, and is majorly flawed at its core. This has been discussed with
other maintainers and headcoder(s?) over on discord. A lot of changes
from the PR could be brought over later, but in its current state it
should not have been merged.
- Closes#90322
- Closes#90313
- Closes#90315
- Closes#90320
- Closes#90312
- Closes#90344
## Why It's Good For The Game
This PR causes a series of major issues which cannot be resolved without
either completely rewriting a lot of the original PR, or bad code.
Not matching our standards is grounds for not merging a PR, and the fact
that a PR should not have been merged is a reason for a revert.
## Changelog
🆑
fix: Fixed a series of storage-related bugs caused by a refactor PR.
/🆑
## About The Pull Request
Blacklists dumpster, hide, random toys, contraband and random medical
equipment crates from the cargo_crate_sanity unit test. These crates are
innately random, and while we have to be aware of potentially having
their average be over their price, we cannot (sanely) test for that
(without spawning a thousand crates, and even then we're affected by
random). The whole point of these crates is gambling on their value.
Closes#90328Closes#90314Closes#90298Closes#90253Closes#90216Closes#90181Closes#90178
## Changelog
Not player facing
## About The Pull Request
A Huge chunk of changes just comes from moving existing storage code
into new files & seperating `atom_storage` code into its own subtype
under the already existing `storage/subtypes` folder.
With that the changes in this PR can be organized into 3 categories.
**1. Refactors how `/obj/item/storage/PopulateContents()` initializes
storages**
- Fixes#88747 and every other storage item that has a similar variant
of this problem
The problem with `PopulateContents()` is that it allows you to create
atoms directly inside the storage via `new(src)` thus bypassing all the
access restrictions enforced by `/datum/storage/can_insert()` resulting
in storages holding stuff they shouldn't be able to hold.
Now how this proc works has been changed. It must now only return a list
of items(each item in the list can either be a typepath or a solid atom
or a mix of them in any order) that should be inserted into the storage.
Each item is then passed into `can_insert()` to check if it can fit in
the storage.
If your list contains solid atoms they must be first moved
to/Initialized in nullspace so `can_insert()` won't count it as already
inserted. `can_insert()` has now also been refactored to throw stack
traces but explaining exactly why the item could not fit in the storage
thus giving you more debugging details to fix your stuff.
A large majority of changes is refactoring `PopulateContents()` to
return a list instead of simply creating the item in place so simple 1
line changes & with that we have fixed all broken storages(medical
toolbox. electrical toolbox, cruisader armor boxes & many more) that
hold more items they can handle
**2. Organizes initialization of `atom_storage` for storage subtypes.**
All subtypes of `/obj/item/storage` should(not enforced) create their
own `/datum/storage/` subtype under the folder `storage/subtypes` if the
default values are not sufficient. This is the 2nd change done across
all existing storages
Not only does this bring code cleanliness & organization (separating
storage code from item code like how `/datum/wire` code is separated
into its own sub folder) but it also makes storage initialization
slightly faster (because you are not modifying default values after
`atom_storage` is initialized but you are directly setting the default
value in place).
You now cannot & should not modify `atom_storage` values inside
`PopulateContents()`. This will make that proc as pure as possible so
less side effects. Of course this principle is not enforced and you can
still modify the storage value after `Initialize()` but this should not
be encouraged in the future
**3. Adds support for automatic storage computations**
Most people don't understand how `atom_storage` values work. The comment
here clearly states that
https://github.com/tgstation/tgstation/blob/55bbfef0da70d87455ca8d6fd5c95107eb8dbefb/code/game/objects/items/storage/toolbox.dm#L327-L329
Because of that the linked issue occurs not just for medical toolbox but
for a lot of other items as well.
Which is why if you do not know what you doing, `PopulateContents()` now
comes with a new storage parameter i.e. `/datum/storage_config`
This datum allows you to compute storage values that will perfectly fit
with the initial contents of your storage. It allows you to do stuff
like computing `max_slots`, `max_item_weight`, `max_total_weight` etc
based on your storage initial contents so that all the contents can fit
perfectly leaving no space for excess.
## Changelog
🆑
fix: storages are no longer initialized with items that can't be put
back in after taking them out
refactor: storage initialization has been refactored. Please report bugs
on github
/🆑
## About The Pull Request
- All mentions of "express" have been renamed to "autodelivery"
- Autodelivering goods now comes with transit time. Mining console gets
30 seconds, the chef console gets 2 minutes
- Golem ordering remains the same as before. Forced autodelivery skips
any kind of transit time.
## Why It's Good For The Game
So this has been in the game for awhile, and I think it's a positive
element. But I think I messed up with the balance between the two
choices, because it's clearly far better to autodeliver and eat the
cost. I could change every other factor, and the only relevant one would
be the fact that express delivery instantly gives you what you want,
while the other option doesn't.
This change is meant to replicate the time you'd have to wait for cargo.
It may remain quicker than regular orders, but any amount of delay on
getting what you ordered is going to make the other delay (that comes
with discounts, and kickbacks, etc) more appealing to the orderee.
Ideally, if cargo is active, it should be a no-brainer to run a regular
order instead of express. Not sure if this does that without testing,
but it brings us closer.
I decided to make the delay far less for the mining console, mostly
because of distance to cargo and the cooldown also already mostly
removed.
## Changelog
🆑
balance: The cargo console now has a delay to express orders (renamed to
autodelivery)
/🆑
## About The Pull Request
I was kinda shocked that we didn't have something for this considering
that it's an unspoken rule of cargo to check that a crate does not sell
back for more than it's price and that the one comment saying to do so
has been doing some heavy lifting for the last 12 years.
I'm a novice when it comes to unit testing specifically so hopefully the
smoothing out that needs to be done should be fairly quick.
*Edit (2/22/25):*
The following changes were also made in order to allow for this unit
test to work smoothly:
Exports now have a market define added to them, as the purpose of this
unit test is to test exports that occur on the station, bought from
supply and then sold back to supply. As such, these market defines
exclude exports specific to pirates (since the cargo shuttle cannot sell
living mobs back, preventing you from making 10k per parrot crate.).
I've also added the `abstract` variable to some export datums, to
signify that a given export is either variable, or not meant to be
compared against the value of it's own container, such as with gas
canister's base export value as their export datums are generated
dynamically. (The subtypes are not abstract, however.)
The verb, `/mob/living/verb/tally_physical_credits()` has been changed
to `/mob/living/proc/tally_physical_credits()`, because that's my B and
does effect some economy back end but it's a one line fix so I just
absent-mindedly fixed it here instead of atomizing it out. I can
one-line it otherwise.
Mulebots now no longer runtime on spawn as they set their own to their
own `get_turf` as opposed to pulling their `loc`.
A few supply packs have had their prices bumped up slightly to actually
pass the test itself:
* `/datum/supply_pack/misc/candles_bulk`
* `/datum/supply_pack/security/armor`
* `/datum/supply_pack/security/helmets`
* `/datum/supply_pack/security/baton`
## Why It's Good For The Game
Prevents future infinite credit bugs that could have been missed by
simply checking the sale value in game.
## Changelog
🆑
fix: To prevent infinite sales issues, security helmets, armors, and
batons packs now all cost 600 credits, up from 400.
fix: Candle packs now cost 400 credits, up from 300, and candles now
sell for 12.25 cr each.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
I standardized stuff in AASs code, and all current reference to it. Also
added interactions for bounty cubes, weather reports and request
consoles, all of it can be changed from AASs UI.
Also it's easier now to add new config entries for AAS to proceed, and
it's now downstream friendly.
Well, because kind of order in code and because it's funny to make
custom messages for... Almost everything?
BTW any entry can be blocked from ingame changes, by default you can't
change Broken Arrival shuttle and Security Officer arrival
announcements, how it was before. But may be we should allow it - it's
an open question.
🆑
add: Many things now handles via AAS: Bounty Cubes, Request Consoles,
Brig Cells, Vending Machines and Orion Trails alerts, Weather Reports,
Cargo Order Console
code: Now anyone can make their own entry for AAS
refactor: AAS internals, also cleanup
/🆑
## About The Pull Request
I standardized stuff in AASs code, and all current reference to it. Also
added interactions for bounty cubes, weather reports and request
consoles, all of it can be changed from AASs UI.
Also it's easier now to add new config entries for AAS to proceed, and
it's now downstream friendly.
## Why It's Good For The Game
Well, because kind of order in code and because it's funny to make
custom messages for... Almost everything?
BTW any entry can be blocked from ingame changes, by default you can't
change Broken Arrival shuttle and Security Officer arrival
announcements, how it was before. But may be we should allow it - it's
an open question.
## Changelog
🆑
add: Many things now handles via AAS: Bounty Cubes, Request Consoles,
Brig Cells, Vending Machines and Orion Trails alerts, Weather Reports,
Cargo Order Console
code: Now anyone can make their own entry for AAS
refactor: AAS internals, also cleanup
/🆑
## About The Pull Request
Where I forget about a pr for 5 months.
This started because there was a pr that made it so skills transfer
between the real and the digital, and so I thought it'd be really funny
if I could train boxing in virtual reality... but there's no easy way to
get boxing gloves or anything like it in the virtual world...
So! I decided to make a disk for it, but then thought about fishing and
gaming and-
Anyhow it all went downhill from there and here we are now: Gimmick
Disks. (And a refactor of disk loading)
This implements a new type of bitrunning disk that instead of a single
item or ability, grants a full set of thematic items/abilities!
Unhelpfully cosplay as a wizard! Game inside your game! Down a digital
protein shake and box some simplemobs!
As the name "Gimmick" implies, these are primarily intended to help
shake up the sometimes stale bitrunner gameplay.
By letting you invoke, if you so desire, what to me is the most
enjoyable gaming experience: doing stupid shit with your buddies.
To facilitate the new type of disk I had to refactor disk loading, as it
was hardcoded to the item types.
Instead, we make disk loading send a signal to the bitrunner, and
register for this when held in their inventory.
This allows us to do things like making the lead acid battery give you
shock touch when held, without needing to make an explicit typecheck or
iterate over every item in the bitrunner's nested contents to see if
they have a loadable item.
## Why It's Good For The Game
I think it'd be really funny if you could train your boxing in the
digital realm.
As said above, I feel the bitrunner gameplay can get stale sometimes,
and this is how I hope to help people shake it up for themselves
sometimes. By giving them more stupid shit to do.
Doing stupid extended bits with other people is one of the things I
enjoy most out of ss13, and this is there to let the bitrunners do
exactly that with each other.
And sometimes you just have to roleplay as Gamers™️ entering virtual
reality to fight the virtual syndicate in bad cosplay while roleplaying
as a wizard smoking his magic weed, an overly edgy rogue, and the healer
desperately trying to keep them from exploding into a million pieces.
## Changelog
🆑
refactor: Bitrunning item/ability loading has been refactored. Please
report any issues.
add: Added Bitrunning gimmick loadout disks. These disks contain full
sets of equipment for all your digital cosplay needs, each including
questionably helpful equipment. Currently includes Sports (Boxer,
Skater, Archer, Fisher, Gamer) and Dungeon Crawling (Alchemist, Rogue,
Healer, Wizard).
add: Taking a lead acid battery into the netpod with you now gives your
bit avatar shock touch.
/🆑
## About The Pull Request
Replaces the mini-UZI beach battle domain reward with a ballistic
chameleon gun.
Also added a separate possible reward for an uzi bitrunning disk.
## About The Pull Request
Fixes issues with var typing and proc arguments, discovered using
OpenDream's WIP TypeMaker feature (using improvements I haven't PR'd
upstream yet).
## Why It's Good For The Game
Codebase maintenance.
We have the HIDEBELT flag but it isn't used anywhere and in fact is not
functional, so I added code to examine to enable it. I also threw the
flag onto a bunch of stuff -- primarily big billowy things, or stuff
like trenchcoats. This would include hiding guns, toolbelts, plant bags,
things of that nature. If you steal the Captain's saber and throw a
bedsheet on your head, you've pulled off the perfect crime.
Adds another way to be sneaky and immensely suspicious, increasing
paranoia when some guy wearing a big shapeless suit walks into the room.

🆑 Bisar
add: Clothing can now hide what you're wearing on your belt.
/🆑
3591 individual conflicts
Update build.js
Update install_node.sh
Update byond.js
oh my fucking god
hat
slow
huh
holy shit
we all fall down
2 more I missed
2900 individual conflicts
2700 Individual conflicts
replaces yarn file with tg version, bumping us down to 2200-ish
Down to 2000 individual conflicts
140 down
mmm
aaaaaaaaaaaaaaaaaaa
not yt
575
soon
900 individual conflicts
600 individual conflicts, 121 file conflicts
im not okay
160 across 19 files
29 in 4 files
0 conflicts, compiletime fix time
some minor incap stuff
missed ticks
weird dupe definition stuff
missed ticks 2
incap fixes
undefs and pie fix
Radio update and some extra minor stuff
returns a single override
no more dupe definitions, 175 compiletime errors
Unticked file fix
sound and emote stuff
honk and more radio stuff