## About The Pull Request
Groups need to be set to smth or otherwise they show up as uncategorized
in both admin observe and antagpanel menus.
<img width="257" height="89" alt="4uXQEAamCb"
src="https://github.com/user-attachments/assets/4fd859b6-38e2-4366-b5ba-e0d9ce468a88"
/>
## Changelog
🆑
fix: Fixed recovered crew showing up as uncategorized antags
/🆑
## About The Pull Request
- The `prosthetic replacement` surgical operation has been reverted to
be closer to how it used to work: The operation is done targeting the
limb that's missing
The change was made out of necessity, as surgical state was tied to
limbs - you had to operate on the chest to re-attach limbs because there
was no limb to operate on.
To circumvent that, I have done the unthinkable of adding stumps when
you are dismembered.
- Missing limbs are now represented as an invisible, un-removable,
un-interactable limb.
Making this change was not as difficult as originally anticipated, and
(at least surface level) seems to have broken very little.
Surprisingly little had to change to make this work.
Direct accesses to `mob.bodyparts` was changed to `mob.get_bodyparts()`
with an optional `include_stumps` argument.
Similarly, `get_bodypart()` had an optional `include_stumps` added.
This means we ultimately barely needed to change anything, and in fact,
some loops/checks were able to be streamlined.
## Why It's Good For The Game
- As mentioned, this change was out of necessity and was easily the
least intuitive part of the broader changes. Reverting it back to how it
used to work should make it far easier for people to pick up on, and
means we can cut out a bunch of bespoke instruction sets that I had to
include.
- The addition of stumps also adds a ton of future potential - code wise
it allows for stuff like better damage tracking (we can transfer damage
between limb <-> stump rather than limb <-> chest), and feature we can
do "fun" stuff like have stumps bleed on dismemberment that you can
bandage.
## Changelog
🆑 Melbert
del: "Add prosthetic limb" surgical operation has been reverted to be a
bit closer to how it used to work - you operate on the missing limb /
limb stump, rather than on the chest.
refactor: Missing limbs are now represented as limb stumps. In practice
this should change nothing (for now), as no features were rewritten to
make use of these besides surgery. Please report any oddities with
missing limbs, however.
/🆑
## About The Pull Request
Empy lists. There are a lot of 'em.
<img width="981" height="512" alt="image"
src="https://github.com/user-attachments/assets/b94b041a-2904-466b-ab89-54bd1de11b4e"
/>
Going through ways to reduce memory I found a few easy ones here. Wires,
the edible component, the seethrough component. None of these are really
a concern when it comes to needing lists in memory for performance
reasons. Wires aren't going to be cut most of the time for each door. A
lot of food does not have any junkiness. Seethrough component lies
dormant most of the round. Etc.
Making lists lazy in these cases should be a no brainer.
Everything I tested still seems to work exactly the same.
## Why It's Good For The Game
Frees memory that is just taking up space a lot of the time.
## Changelog
Not player-facing, this is all under-the-hood stuff.
## About The Pull Request
Moves all blood handling into procs and adds ways to easily hook into
basically every basic blood behavior.
This PR is not meant to fix every single case of janky blood logic in
the game. The main point and motivation of this PR is to add hooks for
blood behaviors. This allows for way more flexibility with blood code.
I am not going to fix our 3000 instances of single-letter vars, wacky
blood transfers, etc. This is just the groundwork for future PRs to
build off of, and by itself, should do very little to change blood
behavior.
I also added a rigorous set of unit tests for verifying that all of the
basic blood volume procs work correctly.
## Why It's Good For The Game
Previously, blood was handled via directly reading/writing
[var/blood_volume]. This was INCREDIBLY inconsistent and there was no
way to hook into it. This PR makes blood handling way more consistent,
which is great for all sorts of features.
## About The Pull Request
Closes#92356
Also fixed prisoner envirobags being foldable while strapped despite
showing a failure message.
## Changelog
🆑
fix: Fixed recovered crew bodybags being foldable while there's a
"corpse" inside
/🆑
Three quality of life additions for recovered crew:
1. Jumpsuits are spawned in the crate, and no longer in the lockbox
2. Formaldehyde will no longer metabolize during the "soul pending" fase
so you don't have to constantly re-up them with it
3. Gives them 200cr starting money instead of 100. Also get a headset in
their lockbox now
## Why It's Good For The Game
1. This lets the reviver know what job they can expect to have, and make
more informed choices about which organs, implants and surgeries are
most beneficial to them. They can still change their mind, but it's
something I've always missed having and can help to tailor the
experience a bit
2. This is just annoying. Trying to revive them and not realizing the
formaldehyde is gone, and then realizing absolutely everything decayed,
is super fucking ass.
3. They get barely any starting gear, so some more money to help them
buy gear is really needed. The headset is just there to make it easier
to communicate with the department head or the HoP, it just gets you
going faster.
## About The Pull Request
Quirks only send their on_gain text when given midround, such as by an
admin
## Why It's Good For The Game
Spams the hell out of you for no reason - in very few contexts are these
messages important (randomized allergies come to mind), but there are
other avenues to figure out (such as dogtags)

## Changelog
🆑 Melbert
qol: Quirks spam you less on roundstart or latejoin
/🆑
## About The Pull Request
Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic
from the ground-up
- Dynamic configuration is now vastly streamlined, making it far far far
easier to understand and edit
- Threat is gone entirely; round chaos is now determined by dynamic
tiers
- There's 5 dynamic tiers, 0 to 4.
- 0 is a pure greenshift.
- Tiers are just picked via weight - "16% chance of getting a high chaos
round".
- Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be
selected".
- Tier determines how much of every ruleset is picked. "Tier 4 (High
Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3
latejoins".
- The number of rulesets picked depends on how many people are in the
server - this is also configurable[2]. As an example, a tier that
demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and
will not spawn 2 rulesets if population <= 25.
- Tiers also determine time before light, heavy, and latejoin rulesets
are picked, as well as the cooldown range between spawns. More chaotic
tiers may send midrounds sooner or wait less time between sending them.
- On the ruleset side of things, "requirements", "scaling", and
"enemies" is gone.
- You can configure a ruleset's min pop and weight flat, or per tier.
- For example a ruleset like Obsession is weighted higher for tiers 1-2
and lower for tiers 3-4.
- Rather than scaling up, roundstart rulesets can just be selected
multiple times.
- Rulesets also have `min_antag_cap` and `max_antag_cap`.
`min_antag_cap` determines how many candidates are needed for it to run,
and `max_antag_cap` determines how many candidates are selected.
- Rulesets attempt to run every 2.5 minutes. [3]
- Light rulesets will ALWAYS be picked before heavy rulesets. [4]
- Light injection chance is no longer 100%, heavy injection chance
formula has been simplified.
- Chance simply scales based on number of dead players / total number
off players, with a flag 50% chance if no antags exist. [5]
[1] This does not guarantee you will actually GET 3-4 roundstart
rulesets. If a roundstart ruleset is picked, and it ends up being unable
to execute (such as "not enough candidates", that slot is effectively a
wash.) This might be revisited.
[2] Currently, this is a hard limit - below X pop, you WILL get a
quarter or a half of the rulesets. This might be revisited to just be
weighted - you are just MORE LIKELY to get a quarter or a half.
[3] Little worried about accidentally frontloading everything so we'll
see about this
[4] This may be revisited but in most contexts it seems sensible.
[5] This may also be revisited, I'm not 100% sure what the best / most
simple way to tackle midround chances is.
Other implementation details
- The process of making rulesets has been streamlined as well. Many
rulesets only amount to a definition and `assign_role`.
- Dynamic.json -> Dynamic.toml
- Dynamic event hijacked was ripped out entirely.
- Most midround antag random events are now dynamic rulesets. Fugitives,
Morphs, Slaughter Demons, etc.
- The 1 weight slaughter demon event is gone. RIP in peace.
- There is now a hidden midround event that simply adds +1 latejoin, +1
light, or +1 heavy ruleset.
- `mind.special_role` is dead. Minds have a lazylist of special roles
now but it's essentially only used for traitor panel.
- Revs refactored almost entirely. Revs can now exist without a dynamic
ruleset.
- Cult refactored a tiny bit.
- Antag datums cleaned up.
- Pre round setup is less centralized on Dynamic.
- Admins have a whole panel for interfacing with dynamic. It's pretty
slapdash I'm sure someone could make a nicer looking one.


- Maybe some other things.
## Why It's Good For The Game
See readme for more info.
Will you see a massive change in how rounds play out? My hunch says
rounds will spawn less rulesets on average, but it's ultimately to how
it's configured
## Changelog
🆑 Melbert
refactor: Dynamic rewritten entirely, report any strange rounds
config: Dynamic config reworked, it's now a TOML file
refactor: Refactored antag roles somewhat, report any oddities
refactor: Refactored Revolution entirely, report any oddities
del: Deleted most midround events that spawn antags - they use dynamic
rulesets now
add: Dynamic rulesets can now be false alarms
add: Adds a random event that gives dynamic the ability to run another
ruleset later
admin: Adds a panel for messing around with dynamic
admin: Adds a panel for chance for every dynamic ruleset to be selected
admin: You can spawn revs without using dynamic now
fix: Nuke team leaders get their fun title back
/🆑
## About The Pull Request
Adds 2 new species: Spirits and Ghosts
Spirits are available roundstart during Halloween, Wabbajack and
Xenobio's black slime extract
Ghosts are available through Magic mirrors
They fly around, and don't have legs and instead float around. They also
can't get legs implanted onto themselves.
They also do have organs, so they are affected by flashbangs, they do
get hungry, they do need oxygen to survive (they don't take damage in
space but they do suffocate & get slowdown), and can process chems.
Gibbing a ghost gives ectoplasm, an ingredient for ghost burgers.
Chaplains also got a buff here, null rod-type weapons' bane is now
against Spirit mobs, rather than hardcoded revenants. This means it now
includes Spirits/Ghosts, but also Soulscythes & Cult shades.
Also re-adds https://github.com/tgstation/tgstation/pull/81630 which was
reverted in https://github.com/tgstation/tgstation/pull/86506 which I
assume was accidental.
### The difference between Spirits and Ghosts
Ghosts have an innate ability to become incorporeal, which allows them
to phase through walls and stuff. Using this will immediately make them
drop any non-ghost limb/organ (not implants cause I thought it would be
funny). This ability is not available if they have holy water in their
system, and like revenants they also can't walk over blessed tiles with
it. They are also invisible to cameras while using this (not the obscura
though).
Sprites taken from observers directly, if anyone wants to make custom
sprites for them feel free. If anyone wants to make this obtainable
somehow in-game as well I wouldn't be opposed, halloween is just where I
thought it would fit most.
This also adds a lot of fixes that I encountered trying to add this,
from systems that have been neglected throughout the years.
https://github.com/user-attachments/assets/e368d710-80a0-4c63-b271-1abe3dd41a5e
## Why It's Good For The Game
We haven't gotten a new halloween species in a long time and thought it
would be fun if you can play as an actual ghost, the soul that remains
after a person passes, so Halloween feels more haunted. It's overall
made in just good fun, with a bonus that Ghosts are a cool species to
play with as well for Wizards & maybe Chaplains in the future (Dead sect
when?)
## Changelog
🆑
add: Added a new halloween species: Spirits, a species without legs and
instead floats.
add: Added a new magic mirror species: Ghosts, like spirits but with the
ability to become incorporeal, traversing through solid wall.
fix: Mobs unable to use storage items now can't use storage items.
fix: Mobs unable to use items can now not open airlocks & closets
fix: Mobs unable to pick items up can no longer pick items up and
immediately drop, moving one tile at a time.
fix: Mobs with intentional missing limbs (Alien larva) no longer show
their limbs as missing on examine (again)
fix: Golems' pref page had a missing icon, it now has one.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.
- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.
- Closes#91039
#### Examples
A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


## About The Pull Request
This PR introduces the `set_locked()` proc, which I'll also need for
something else later.
## Why It's Good For The Game
I could still interact with the storage of a box I placed into a secure
safe after I locked the latter.
## Changelog
🆑
fix: Locking a storage item now locks you out of other storage items
inside it.
/🆑
## About The Pull Request
This won't actually do anything on live, since those are all set to
UTC±0 currently
Pins logging and IC uses of time2text to UTC±0 instead of using the
system timezone (byond default)
Timezones not being set to utc0 caused issues before (and is again)
All timezones are now passed explicitly to make it more likely it's
cargo culted properly at least
Deletes worldtime2text cus it was gameTimestamp default args
## Why It's Good For The Game
Server timezone changes probably shouldn't affect logging, round times,
file hashes, IC time, when you caught fish, etc
## Changelog
🆑
refactor: Logging and IC timestamps will now always use UTC±0 and not be
affected by server system timezone changes
fix: Station and round times will not longer be incorrect if the system
timezone is not UTC±0
/🆑
---------
Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
## 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
Mind lockboxes have received a tooltip about their in-hand use, but also
can be unlocked by trying to open them normally (clicking on one while
holding it in your offhand). Should reduce the player confusion around
these significantly.
Closes#88999
## Why It's Good For The Game
More intuitive handling of objects is always nice
## Changelog
🆑
qol: Improved mind lockbox handling
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Adds brain in a jar, a rare coroner mail goodie.

<details>
<summary> About the jar </summary>
The jar is a 150u reagent container. You can put a single organ inside
it for display; if the jar's filled to the brim with formaldehyde, the
organ will be preserved.
The jar that comes to the coroners in mail is pre-filled with
formaldehyde, as well as a brain.
</details>
<details>
<summary> About the brain </summary>
The brain is revivable, thanks to #87072 and its glorious
ghostrole_on_revive component.
For one reason or the other, the brain is scarred, meaning it has a
random special brain trauma.
</details>
Also, added an examine tip to brains with ghostrole_on_revive component,
signaling that it can be revived.
## Why It's Good For The Game
Putting a brain that came to you in the mail into a body and zapping it
with a defibrillator fits the coroner's human experimentation theme IMO;
also a brain in a jar sounds like an interior item that a coroner would
enjoy.
## Changelog
🆑
add: brain in a jar, a rare coroner mail goodie
qol: soul-less brains that can be revived (like those from recovered
crew) now have an examine tip
/🆑
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
Recovered crew no longer show up on roundend report, they are
technically antags, but they are not antags

## Why It's Good For The Game
Too easy to get greentexts. we don't want players to feel accomplished
too often
## Changelog
🆑
fix: Recovered crew no longer show up on roundend report
/🆑
## About The Pull Request
Lil cleanup/tweak I couldn't do in the main PR because it conflicted
before and i forgot after. Yes this works with overrides that don't have
the arg, yes I tested it.
## Why It's Good For The Game
Don't run armor code thrice please thank you
## Changelog
🆑
code: Projectile impacts no longer fetch mobs' armor values thrice
/🆑
## About The Pull Request
This PR fixes a rare runtime error, regarding lost crew members, that
occurs when there are no organs in the `organs_we_can_take` list, which
causes an exception due to an attempt to `pick()` from an empty list.
## Why It's Good For The Game
The less exceptions exists, the better.
## Changelog
🆑
fix: fixed a rare runtime with lost crew having no organs
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Yeah I really don't get why this happens. I went through it on local,
and it goes
try delete human > delete quirks > delete the nullspaced original limb
from proslimb > delete the rest of limbs
Still the unit test fails because it's getting qdelled twice? It doesn't
qdel twice on local so idfk
This is caused by morgue bodies with proslimbs being spawned and
deleted, so uh just stop morgue bodies from getting proslimbs. idk man
its a bad fix but it'll get our unit tests running again
Fixes https://github.com/tgstation/tgstation/issues/87663
Fixes https://github.com/tgstation/tgstation/issues/87669
## About The Pull Request
Adds four new causes of death:
- Shot with bullet
- Shot with laser
- Poisoned with venom (deals a lot of brute and gives histamine)
As well as code to simulate any reagent or projectile to damage a body
Adds more flavors! Small chance to spawn with a prosthethic limb
Adds a 56% chance to roll a double cause of death, and a 24% to lose
both limbs and organs (can't both roll)
Also removed the chance for having all organs and limbs
Adds podperson as a rare spawn (1/18) (they come with a plant analyzer
so you can actually scan them)
## Why It's Good For The Game
More causes of death means medical can practice/perform different
skillsets in fixing bodies! Poisonings and bullet removals especially
could not happen, so I'm happy to have those covered now.
Prosthethic limb is always fun to see, and gives the reviver the choice
to either replace or keep it.
A small chance to spawn as a podperson could help sell the illusion of
experience and having different stations. Podpersons also offer a
different playstyle without being too gamey, probably being the only
existing non-roundstart species I am comfortable adding to this. They're
also not really seen outside botany (and I'll be honest I don't ever see
them anymore), so having them fill different jobs over the station helps
make the station flowerful (even if it is somewhat rare)

## Changelog
🆑
add: Added more causes of death to recovered crew
add: Added double death causes to recovered crew, and even meaner space
vultures!
add: Adds a small chance to roll quirks on recovered crew
add: Adds a small chance to spawn as a podperson to recovered crew
fix: Fixes a harddel caused by quirks never being cleared on delete
/🆑
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.
This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).
And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.
## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.
Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.
Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

## Changelog
🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑