# About The Pull Request
Restores Protean self-surgery, which was broken by the TG surgery system
rework. The rework introduced required_bodytype gating on all mechanical
surgery operations and an OPERATION_SELF_OPERABLE flag requirement for
self-targeting. Protean limbs use BODYTYPE_NANO, which was never added
to any of these checks, leaving Proteans unable to access the synth
flavored surgery operations they're intended to have and locked out of
self-surgery entirely.
The fix adds BODYTYPE_NANO to the required_bodytype of all six
preparatory mechanical operations in operation_generic_mechanic.dm
(unscrew shell, open hatch, screw shell, prepare electronics,
unwrench/wrench endoskeleton) and to the two prosthetic organ/feature
manipulation operations in operation_organ_manip.dm.
Synths were already handled by a prior Nova edit that added
BODYTYPE_SYNTHETIC; this PR extends the same treatment to Proteans and
logs it with a Bubber Edit comment.
As a drive-by shooting fix, I also changed a persistent "Orginal" [sic]
typo in BUBBER/NOVA EDIT comments across six surgery operation files.
These were copied verbatim from the original Nova edit and propagated
into every subsequent edit comment in the directory.
# Why It's Good For The Game
Proteans are a Bubberstation-original species with self-surgery as
intended functionality. The TG surgery rework silently broke this
without any corresponding fix being applied downstream. A surgeon could
still operate on a Protean using organic surgical tools but this is
sub-optimal and annoying.
# Proof Of Testing
Spawned as Protean, laid down on a table, applied surgical drapes,
worked through the full mechanical surgery chain on myself. Do you
really need a screenshot of me laying on a table?
🆑
fix: Protean self-surgery now works correctly after the TG surgery
rework broke it
fix: Surgeons can now use mechanical tools on Proteans as intended,
consistent with Synth behaviour
spellcheck: Fixed "Orginal" typo in NOVA/BUBBER EDIT comments across six
surgery operation files
/🆑
## About The Pull Request
- Surgical states applied by wounds don't appear in examine unless the
mob is prepared for surgery
- Surgical state examine text is now slightly smaller
- "Fix bones" surgery operation no longer appears if the patient is
suffering a bone fracture
## Why It's Good For The Game
- QoL: these can really fill up the examine block in contexts which you
really don't care about it.
- QoL: same as above, surgical states aren't that important that they
need to be in big red text.
- QoL: prevent people from thinking that "fix bones" fixes the fracture,
when in reality you're just reversing the "bone sawed" state that the
fracture applies.
## Changelog
🆑 Melbert
qol: Surgical states applied by wounds don't appear in examine unless
the mob is prepared for surgery
qol: Surgical state examine text is now slightly smaller
qol: "Fix bones" surgery operation no longer appears if the patient is
suffering a bone fracture - you will need to "repair fracture" instead.
/🆑
## 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
``get_temperature()`` returns a value in kelvins, not a boolean. Trying
to treat it as such will result in ***any*** item with a thermal value,
like condensers, being treated as a lighter.
## Why It's Good For The Game
Consistency, allows us to have actually functioning cooling items that
don't act like lighters all the time.
## Changelog
🆑
fix: Condensers can no longer be used to ignite things
/🆑
## About The Pull Request
1. Refactors gauze
Removes gauze var from `/stack`, adds a shared parent between tape and
gauze.
Behavior of "sticking thing on limb" is now a bit more generic, with
there being a component to facilitate it and a framework on `/bodypart`
Closes#92990
2. Adds Tourniquets
A first aid item, when attached to a limb it reduces blood loss from
that limb by 90%.
However while attached you walk slower (if on a leg), interact slower
(if on a arm), and yes, you rapidly die if you put it on your head
Paramedic belts have their starting equipment changed again for the
500th time.
Surgical tape -> Tourniquet
Bone gel -> Bonesetter
<img width="604" height="224" alt="image"
src="https://github.com/user-attachments/assets/443dd5c0-44a3-4ccb-9f6a-c561bbf2fba9"
/>
## Why It's Good For The Game
Adds some more variety for field treatment of bleeding wounds, and in
the future we can add things like "improvised tourniquets" or
"improvised splints" with wooden planks.
## Changelog
🆑 Melbert
add: Adds Tourniquets. While attached to a limb, reduces blood loss from
that limb by 90%, but makes you walk / interact slower. (Or if you put
it on your head, you die.)
add: You can purchase Tourniquets from the premium section of the
medical vendor
add: Paramedic belt setup has changed yet again: Surgical tape replaced
with Tourniquet, Bone gel replaced with Bonesetter.
add: You can use all forms of tape as splint - like Gauze. Will secure a
fracture but won't stop your blood from exiting.
refactor: Refactored gauze entirely, report any strangeness with it (or
tape, or tourniquets)
/🆑
## About The Pull Request
Fixes#94855
Three things
1. We filter incompatible surgical states when removing the wound. I'm
not sure if this contributed to the problem, but it seemed wrong
regardless - At that point we don't really care about incompatible
states since we're removing everything regardless
2. `COMSIG_BODYPART_UPDATING_SURGERY_STATE` was registered before adding
the states, which would cause the act of adding the states to clear the
variable.
3. The signal handler was missing the source arg, so it was removing the
wrong values.
## Changelog
🆑 Melbert
fix: Surgical state applied by wounds no longer persist after fix
/🆑
## About The Pull Request
From the horses mouth, "copypasta"
## Changelog
🆑 Melbert
fix: Fixes more surgeries being marked as a priority operation that
intended
/🆑
## About The Pull Request
Merry Christmas!
This PR expands on the more gruesome areas of chef content, such as
cannibalism.
Human limbs can now be individually butchered for their meat and skin
with a knife or another butchering implement once the skin has been cut
and retracted (forks now can be used as bootleg retractors). If the limb
contains organs, those will need to be removed first, which also can be
quickly performed with a butchering tool at the cost of damaging the
inhards (head and chest will require the bone to be cut first, which can
be done with a butcher's cleaver if you don't have a saw)
You can also butcher humans whole by right clicking them with a
butchering implement on combat mode, which will attempt to gut/cut apart
the selected limb. Obviously this requires the limb to be prepped first,
so meat hooks/kitchenspikes now allow mobs strung on them to be operated
on without needing drapes. Its a pretty bad spot to be performing
surgeries at though, so beware! Torsos can only be butchered after all
other limbs have been. The gutting/butchering delay is based off the
owner's stat, halving if the limb is detached and doubling if the owner
is still alive and kicking.
<img width="392" height="265" alt="dreamseeker_D7QWbWKStd"
src="https://github.com/user-attachments/assets/050d7c25-3572-4b02-ae93-d8efefe54885"
/>
(The video is too large for github)
https://streamable.com/459a0y
After being butchered, most limbs will leave behind a nonfunctional
skeletal limb (with exceptions like jelly limbs with no skeleton inside)
which is always disabled. Skeleton chests husk their owner, so you'll
need to replace it first.
Gibbers now source their meat from the victim's limbs (and not their
species) at an RNG-based percentage based on the matter bin's tier.
As to allow individual limbs to be butchered, you can now perform (some)
surgeries on individual limbs. There are some obvious restrictions like
zombification or bioware surgeries, but most of the ones that make sense
can be performed on someone's chopped off head as long as you've got the
tools.
Wounds also contribute to surgeries now, major slash wounds count as
cut/open skin (and sealing the vessels would reduce their bleed rate),
and critical blunt wounds count as sawed bones.
I've refactored gibbers, butchering and meat spike code as well as fixed
some backend bugs while I was at it.
## Why It's Good For The Game
While rather gruesome, I feel like the freedom which these mechanics
provide fits us pretty well. We already have plenty of nasty stuff and
this doesn't really go that much further, and a chef serving their own
leg in their dish is pretty funny. (Also you can scrape plasma off
plasmamen bones)