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masterfixes
310
Commits
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f601a6ddaf | Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 | ||
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+37 |
21b4095dfd |
[MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026 fixes https://github.com/Bubberstation/Bubberstation/issues/5549 --------- Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: loganuk <fakeemail123@aol.com> Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com> Co-authored-by: Isratosh <Isratosh@hotmail.com> Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com> Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com> Co-authored-by: Alexander V. <volas@ya.ru> Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com> Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com> Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com> Co-authored-by: Josh <josh.adam.powell@gmail.com> Co-authored-by: Josh Powell <josh.powell@softwire.com> Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com> Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com> Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
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aa4dc56835 |
Removes Station-time (more time changes) (#95744)
## About The Pull Request Removes Station-Time entirely Server Time is now NST (Nanotrasen Standard Time). SS13 takes place exactly 540 years in the future of the current day, so every second is 1 second in-game. Round Time is now PT (Pay-Time), how Nanotrasen keeps track of how long the current rotation of Employees has been working for. Telecomms uses NST due to its importance of being the communication to the blackbox. Autopsy report, clocks, scientific reports and requisitions use both timestamps due to them being more official documents that NT may need to know beyond just the current round (just for flavortext). Pretty much everything else (Det scanner, PDA, IC logs, Time-of-Death, AI law changes, Cyborg file downloading) uses PT PT <img width="305" height="217" alt="image" src="https://github.com/user-attachments/assets/cef73025-6292-4f9c-8565-197397bda2ca" /> <img width="168" height="59" alt="image" src="https://github.com/user-attachments/assets/a99db568-045d-45fc-8206-0d9a7b13c7d2" /> <img width="308" height="122" alt="image" src="https://github.com/user-attachments/assets/37ca6f17-8916-4af2-9c91-0f0707038ca5" /> https://github.com/user-attachments/assets/29445051-c98b-4af3-a657-812083aab91a Clock (Literate) <img width="748" height="292" alt="image" src="https://github.com/user-attachments/assets/c824e812-91b5-4737-858d-768336e9a7c4" /> Clock (Illiterate) <img width="446" height="94" alt="image" src="https://github.com/user-attachments/assets/90d5ea0d-eaff-4ced-aa31-ffdf0b4832a5" /> New paperwork time working properly <img width="311" height="190" alt="image" src="https://github.com/user-attachments/assets/6d048926-db61-4c91-893b-ce93e1ea7775" /> NST <img width="800" height="115" alt="image" src="https://github.com/user-attachments/assets/35ffde49-13c1-4ce7-ab24-858e48b608bd" /> <img width="1288" height="142" alt="image" src="https://github.com/user-attachments/assets/40c30d16-e0de-4efc-b460-9486eeb901d6" /> # Other changes 1. Circuit time checker will now get the value of the given input (Hour, Minute, Second) rather than the full dedisecond time converted into hour/minutes/seconds <img width="270" height="67" alt="image" src="https://github.com/user-attachments/assets/097440cc-1c45-447f-9976-18de7f9c722c" /> 2. Turns nightshift into a round event that'll last approximately 22 minutes 3. 12-hour pref (doesn't apply to the stat panel because it's global info) & removal of "TCT" time <img width="569" height="440" alt="image" src="https://github.com/user-attachments/assets/d39083b1-d248-41c0-9a1c-b2398ca203a7" /> 4. The chocolate pudding negative moodlet is now based on the server's IRL time. 5. Admins can now use ``class``, ``style`` and ``background`` (they were already given perms to use ``img`` so hiding background, which was removed to prevent image embedding, is pointless) 6. Also fixes ``year`` being off on localhost. ## Why It's Good For The Game Server Time is approximately 1s = 12s converted, not including it desyncing from lag (I believe?). This makes it pretty much impossible for people to actually use this as a unit of measurement for in-game actions. Different things also uses different timestamps which is a bit more confusing. The main change here is for accessibility and, hopefully, using time as a source of immersion. "20 minutes ago" is no longer OOC, they're just speaking in PT. There's no timezones in space, Nanotrasen Standard Time is the closest there is, but Pay Time is how NT considers when you get your paychecks, so it's what is more commonly used. It also fixes major inconsistencies between "IC time" and "Station time", things like breakfast moodlet was the first 15mins of the round despite the round starting like 7 hours in? Nukies with an L6 SAW firing down the halls was shooting like 1 bullet every 3 seconds (assuming 4 bullets per second), overall there was just a disconnect between how long time actually is in the universe. The secondary reason for this change (though it is what pushed me to actually get around to making this change) is the greater stat-panel removal. This hopes to lessen the dependence on the stat panel for station-time by making it easier to understand, and the end-goal I have is for this information to be limited to Admins & the AI (AI will get the IC version with the accurate year), so until that happens I would like to improve the use of station-time by making it consistent (for example, you should only care for PT for IC, which is also what your PDA displays), so that when it gets removed it won't leave players timeless. If you haven't already, and is interested in helping remove the stat panel, every entry that needs to be removed can be found here - https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view Closes https://github.com/tgstation/tgstation/issues/94988 ## Changelog 🆑 del: Removed Station Time, now we use NST (Nanotrasen Standard Time), which is IRL server time +540 years, and PT (Pay Time), the amount of time since the round has started. del: Station nightshift is now a Station event rather than being based on Server time. balance: Time circuit's Unit of Measure now tells the amount of time in hour/minute/seconds rather than giving the whole time translated to hours/minutes/seconds. qol: Added a 12-hour clock pref for people who prefer it. qol: Hovering over NST timestamps on official documents will now translate how much it is in PT/Shift Time. admin: Admins can now use style/class/background in their papercode. /🆑 --------- Co-authored-by: Isratosh <Isratosh@hotmail.com> |
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599375828e |
Moves lung scanning code out of healthscan (#95509)
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da64374423 |
Reverts "Add prosthetic limb" surgery to involve targeting limbs, rather than targeting chest. (Adds stumps) (#95252)
## 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. /🆑 |
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00ccf0c6b5 |
Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts: # .github/CODEOWNERS # .github/workflows/compile_changelogs.yml # .github/workflows/stale.yml # SQL/database_changelog.md # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/__DEFINES/atom_hud.dm # code/__DEFINES/inventory.dm # code/__DEFINES/mobs.dm # code/__DEFINES/species_clothing_paths.dm # code/__DEFINES/subsystems.dm # code/__DEFINES/surgery.dm # code/__HELPERS/global_lists.dm # code/_globalvars/lists/maintenance_loot.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/minor_mapping.dm # code/controllers/subsystem/processing/quirks.dm # code/controllers/subsystem/shuttle.dm # code/datums/components/palette.dm # code/datums/components/surgery_initiator.dm # code/datums/diseases/advance/advance.dm # code/datums/hud.dm # code/datums/mood.dm # code/datums/mutations/chameleon.dm # code/datums/quirks/negative_quirks/nyctophobia.dm # code/datums/status_effects/debuffs/debuffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/slime/slime_leech.dm # code/datums/weather/weather.dm # code/game/data_huds.dm # code/game/objects/items.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/frog_statue.dm # code/game/objects/items/rcd/RLD.dm # code/game/objects/items/robot/items/hypo.dm # code/game/objects/items/stacks/medical.dm # code/game/objects/items/stacks/wrap.dm # code/game/objects/items/storage/garment.dm # code/game/objects/items/tools/medical/defib.dm # code/game/objects/items/weaponry.dm # code/game/objects/items/weaponry/melee/misc.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/game/objects/structures/curtains.dm # code/game/objects/structures/dresser.dm # code/game/objects/structures/girders.dm # code/game/objects/structures/maintenance.dm # code/game/objects/structures/mirror.dm # code/modules/admin/greyscale_modify_menu.dm # code/modules/admin/verbs/light_debug.dm # code/modules/antagonists/ashwalker/ashwalker.dm # code/modules/antagonists/heretic/knowledge/starting_lore.dm # code/modules/antagonists/ninja/ninjaDrainAct.dm # code/modules/art/paintings.dm # code/modules/client/preferences.dm # code/modules/client/verbs/ooc.dm # code/modules/clothing/head/wig.dm # code/modules/events/disease_outbreak.dm # code/modules/holodeck/holo_effect.dm # code/modules/jobs/job_types/head_of_security.dm # code/modules/jobs/job_types/security_officer.dm # code/modules/library/skill_learning/generic_skillchips/point.dm # code/modules/mining/lavaland/ash_flora.dm # code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/basic/guardian/guardian.dm # code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm # code/modules/mob/living/carbon/carbon.dm # code/modules/mob/living/carbon/human/human.dm # code/modules/mob/living/carbon/human/human_defines.dm # code/modules/mob/living/carbon/life.dm # code/modules/mob/living/living.dm # code/modules/mob/living/living_defines.dm # code/modules/mob/mob.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mod/mod_control.dm # code/modules/mod/modules/modules_general.dm # code/modules/modular_computers/computers/item/computer_ui.dm # code/modules/paperwork/paper.dm # code/modules/paperwork/paperbin.dm # code/modules/power/lighting/light.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/projectiles/projectile.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/food_reagents.dm # code/modules/reagents/chemistry/reagents/other_reagents.dm # code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm # code/modules/research/xenobiology/crossbreeding/_clothing.dm # code/modules/research/xenobiology/crossbreeding/prismatic.dm # code/modules/surgery/advanced/brainwashing.dm # code/modules/surgery/advanced/lobotomy.dm # code/modules/surgery/amputation.dm # code/modules/surgery/blood_filter.dm # code/modules/surgery/bodyparts/_bodyparts.dm # code/modules/surgery/brain_surgery.dm # code/modules/surgery/cavity_implant.dm # code/modules/surgery/coronary_bypass.dm # code/modules/surgery/gastrectomy.dm # code/modules/surgery/healing.dm # code/modules/surgery/limb_augmentation.dm # code/modules/surgery/organ_manipulation.dm # code/modules/surgery/revival.dm # code/modules/surgery/sleeper_protocol.dm # code/modules/surgery/surgery_helpers.dm # code/modules/surgery/surgery_step.dm # code/modules/unit_tests/_unit_tests.dm # code/modules/unit_tests/designs.dm # code/modules/unit_tests/icon_state_worn.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png # code/modules/unit_tests/screenshots/screenshot_husk_body.png # code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png # icons/map_icons/clothing/head/_head.dmi # icons/map_icons/clothing/shoes.dmi # icons/map_icons/items/_item.dmi # icons/mob/huds/hud.dmi # icons/mob/inhands/64x64_lefthand.dmi # icons/mob/inhands/64x64_righthand.dmi # icons/obj/machines/computer.dmi # tgui/packages/tgui/interfaces/OperatingComputer.jsx # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/types.ts # tgui/packages/tgui/interfaces/SurgeryInitiator.tsx # tools/icon_cutter/check.py |
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5ed2539038 |
Advanced disease cures are symptom based (#94352)
Co-authored-by: Fghj240 <fakeemail@notrealemail.com> |
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36dc39053a |
Medical larp: Adds vitals monitors to medbay (#94704)
## About The Pull Request Adds vitals monitors to medbay <img width="368" height="292" alt="image" src="https://github.com/user-attachments/assets/af32ef4b-5d20-4d9d-bb0d-bec554dd4dbc" /> These are wall mounted monitors that display a patient's state visually: - The doll on the left shows bodypart damage + missing bodyparts - The droplet next to the head shows blood level, from a bright red to a grey - The top bar shows heart rate (an approximation - stops when dead, speeds up in hard crit), as well as overall health - The second to the top shows respiration (stops when not breathing) - Second from the bottom bar shows oxyloss level - Bottom bar shows toxloss level You can **examine** a vitals display to get a condensed health analyzer output to your chat. (This lets the AI see health scans as well) They beep as patient conditions betters or worsens, though I didn't add any sound FX to it (yet), it's just a runechat message. They can link to most machines that accept an occupant - such as cryo cells and stasis beds - as well as operating tables. They are printable in two forms - basic and advanced, the latter requiring tech and does advanced scans on examine, rather than basic scans. The displays are mapped in every surgical theatre, as well as over most stasis beds and by a few cryo cells. ## Why It's Good For The Game I made these to cut down on juggling the health analyzer when trying to determine how a patient is faring. (And also to add to medical larp.) Currently while monitoring a patient's state you have to spam click them with your scanner and fill up your chat. This is cumbersome and distracts you from the rest of chat. The vitals display provides a visual feedback for how a patient is doing, no spam clicking needed unless you need specific details like... organ health. Some other benefits: - AI can now monitor patient health without a shell. - Other doctors don't need to crowd around a patient, they can step back to watch the screen instead. - Visitors don't need to rush in and print an analyzer to see how a patient is doing either. ## Changelog 🆑 Melbert add: Adds vitals monitors, mapped into the medbay treatment center, cryogenics, and every surgical theatre. They act as wall mounted health scanners, providing visual feedback for a patient's health. /🆑 |
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a4f0dcb76f |
Adds flaying, human butchering and limb surgeries (#94612)
## 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) |
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53ed83bb9d |
Makes some more lists lazy (#94388)
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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468b351b86 |
Axes grind & juice vars into procs (#94592)
## About The Pull Request Inspired by #94233. `grind_results`(list) & `juice_typepath`(typepath) are only used when grinding & juicing after which the atom is deleted. This means if that object is not processed these vars occupy memory & don't do anything. Now these values are only generated on demand by calling their respective procs. Considering how these vars are on the obj level the memory savings are quite significant ## Changelog 🆑 refactor: grinding & juicing have been refactored to occupy low memory. Report bugs on github code: improved grinding & juicing code /🆑 |
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baf3837ae8 |
Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts: # _maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm # _maps/RandomRuins/SpaceRuins/garbagetruck2.dmm # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # _maps/map_files/tramstation/tramstation.dmm # code/_onclick/hud/new_player.dm # code/datums/components/squashable.dm # code/datums/diseases/advance/symptoms/heal.dm # code/datums/diseases/chronic_illness.dm # code/datums/status_effects/buffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/stamcrit.dm # code/game/machinery/computer/crew.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/wall_mounted.dm # code/game/turfs/closed/indestructible.dm # code/modules/admin/view_variables/filterrific.dm # code/modules/antagonists/heretic/influences.dm # code/modules/cargo/orderconsole.dm # code/modules/client/preferences.dm # code/modules/events/space_vines/vine_mutations.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/carbon/human/death.dm # code/modules/mob/living/carbon/human/species_types/jellypeople.dm # code/modules/mob/living/damage_procs.dm # code/modules/mob/living/living.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mob_spawn/mob_spawn.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/projectiles/guns/ballistic/launchers.dm # code/modules/projectiles/guns/energy/laser.dm # code/modules/reagents/chemistry/machinery/chem_dispenser.dm # code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/medicine_reagents.dm # code/modules/surgery/healing.dm # code/modules/unit_tests/designs.dm # icons/mob/inhands/items_lefthand.dmi # icons/mob/inhands/items_righthand.dmi # tgui/packages/tgui/interfaces/ChemDispenser.tsx |
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7a3ad79506 |
All camelCase (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case. UNDERSCORES RULE! (#94111)
## About The Pull Request It's just a partial cleanup of anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md) code from /tg/'s ancient history. I compiled & tested with my helpful assistant and damage is still working. <img width="1920" height="1040" alt="image" src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3" /> I'll upload the .cs script I used to do it shortly. ## Why It's Good For The Game Just minor code cleanup. Script used is located at https://metek.tech/camelTo-Snake.7z EDIT 11/23/25: Updated the script to use multithreading and sequential scan so it works a hell of a lot faster ``` /* // Copyright 2025 Joshua 'Joan Metekillot' Kidder This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>. // */ using System.Text.RegularExpressions; class Program { static async Task Main(string[] args) { var readFile = new FileStreamOptions { Access = FileAccess.Read, Share = FileShare.ReadWrite, Options = FileOptions.Asynchronous | FileOptions.SequentialScan }; FileStreamOptions writeFile = new FileStreamOptions { Share = FileShare.ReadWrite, Access = FileAccess.ReadWrite, Mode = FileMode.Truncate, Options = FileOptions.Asynchronous }; RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled; Dictionary<string, int> changedProcs = new(); string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*"; Regex camelCaseProcRegex = new(regexPattern, regexOptions); string snakeify(Match matchingRegex) { var vals = matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray(); var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower(); string logString = $"{vals[0]} => {newVal}"; if (changedProcs.TryGetValue(logString, out int value)) { changedProcs[logString] = value + 1; } else { changedProcs.Add(logString, 1); } return newVal; } var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>(); // uses default ParallelOptions // https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) => { var reader = new StreamReader(filePath, readFile); string oldContent = await reader.ReadToEndAsync(); string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify)); if (oldContent != newContent) { var writer = new StreamWriter(filePath, writeFile); await writer.WriteAsync(newContent); await writer.DisposeAsync(); } reader.Dispose(); }); var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList(); foreach (var pair in logToList) { Console.WriteLine($"{pair.Key}: {pair.Value} locations"); } } } ``` ## Changelog 🆑 Bisar code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case, in-line with the STYLE guide. Underscores rule! /🆑 |
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1728bcaee6 |
Husk reports prioritize incurable forms of husking (#93998)
## About The Pull Request Husk report priority is now ling -> unknown -> burns rather than burns -> ling -> unknown. ## Why It's Good For The Game Stops doctors from wasting time by hiding sources ## Changelog 🆑 Melbert qol: Other forms of being husked are now reported before burns /🆑 |
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c7cb0674cc |
Preliminary blood refactor (#93854)
## 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. |
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ce509e0ad5 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 | ||
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54198986b7 | generic device handling sounds (#93536) | ||
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d14e538393 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 | ||
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bbe729aef7 |
Converts more attackby's to interactions (#93106)
## 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 |
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8aa39b75f0 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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def17fd90a |
Rare Earths! Advanced soils for botany. (#92513)
## About The Pull Request This PR adds 4 new types of soil and a holder item; the soil sack, to contain and transport said soils. <img width="496" height="378" alt="bild" src="https://github.com/user-attachments/assets/57f42a9c-c731-4195-91df-b4456ec45e7b" /> Two of the new soils + the regular old soil are available in the premium section of the nutrimax. All 5 soil types are available from cargo. It also adds two new plant traits; soil lover and semiaquatic, that allows coders to confer maluses to plants growing in trays or soil respectively. Potatoes, sweet potatoes, carrots, parsnips, cahn'roots, white and red beets currently have soil lover, reducing their produced yield by 30% and their potency randomly between 20-80% if grown hydroponically. Rice has semiaquatic which increases the amount of weeds gained by 50% if grown in soil rather than hydroponically. ## Advanced soil types ### Vermaculite #### Stats Max Nutrients: 20u Max Water: 150u #### Special Effects Multigraft: Up to 3 grafts can be cut from a plant planted in vermaculite. Graft Medium: Graft cuttiongs can be directly placed into vermaculite to create a new plant vegetatively. ### Hydrogel Beads #### Stats Max Nutrients: 15u Max Water: 300u #### Special Effects Hydroponic + Soil: Both water loving and soil loving plants can grow without maluses. Super Water: Water consumption rate is decreased by 50% ### Korta Coir #### Stats Max Nutrients: 20u Max Water: 100u #### Special Effects Fast Mushrooms: Mushrooms mature(and age) 40% faster if planted in this soil. ### Worm Castings #### Stats Max Nutrients = 35u Max Water = 200u #### Special Effects Slow Release: If the nutrients run out, 1u nitrogen will be automatically added to the nutient pool. Worm Habitat: Composting veggies in this soil has a chance to produce an extra slimy worm. ### Soil Sacks Use them on the floor to place a soil at that location. You can reverse this process by right clicking a soil with a shovel. The sacks are huge items that deals stamina damage, but have slowdown when carried. They can be wielded to remove slowdown, double the damage output and gain 25% block chance. They have unique normal and wielded inhands for each sack type. #### Price List **Soil** Nutrimax: 50 cr Cargo: 400 cr / 5 sacks **Vermaculite** Nutrimax: 100 cr Cargo: 400 cr / 3 sacks **Hydrogel** Nutrimax: 100 cr Cargo: 400 cr / 3 sacks **Coir** Nutrimax: N/A Cargo: 600 cr / 3 sacks **Worm Castings** Nutrimax: N/A Cargo: 800 cr / 3 sacks #### Misc Soil Changes Soil now have a new armour type and are generally much harder to destroy by shooting or bashing them. Fixed a bug where weeds would instantly reduce yield to 3 instead of lowering it by 1-2 per cycle. ## Why It's Good For The Game I have long been a fan of using soils in botany, they are the cheapest and easiest way to make new trays and enable many interesting strategies. The default soil is fine for what is but it kinda sucks, not only having low stats but also missing autogrow, a feature botanist have grown completely addicted and dependent on. When self sustaining trays were removed and autogrow added, it was intended as a way to keep a couple of plants alive while you ran out to do errands or grab a drink. However, the feature has devolved into basically a shift start self sustaining for all your trays and standard practice is using it on every single tray that currently is not trying to mutate. This has resulted in certain core botany mechanics like water and pests being made totally irrelevant, shrinking design space a lot. Rather than just reaching for the stick, I thought it would be fun to instead offer them a carrot in the form of an expanded toolset of soils with unique effects that cannot be replicated by trays. These new soils offer niche benefits that enable advanced botany gameplay and provides a framwork for deepening plant / tray interactions in the furture. ## Changelog 🆑 add: Added 4 new types of soil add: Added soils sacks to the nutrimax add: Added soil sack crates to cargo. balance: Soil now has higher armor values. balance: Rice now gets more weeds if grown in soil. balance: Carrots, potatoes, beets and their mutations now get reduced yield and potency if grown hydroponically. fix: Weed overgrowth no longer instantly sets yield to 3. /🆑 |
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b308ee9d78 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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8f7f8a26d2 |
Allows health analysers to scan Cyborg MMIs and show a brain (or not) (#93035)
## About The Pull Request Fixes #92892 may not need fixing as looking at the code the feature was only left in for soul But I expanded it a little to work on Cyborgs/MMIs ## Why It's Good For The Game - Preserves soul ## Changelog 🆑 fix: Allows health analysers to scan Cyborg MMIs and show a brain (or not) /🆑 --------- Co-authored-by: loganuk <falseemail@aol.com> |
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9b282a850e | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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a8d1925a8b |
Updates formatting of the paper printed by Autopsies, adds some missing info (#92689)
## About The Pull Request <details><summary>Updates the paper printed by an Autopsy</summary> <h5>(It's actually not much longer than the old autopsies could get. It has only a few new lines, most notably the missing organs it already should have been listing and Temperature) (Also it actually has fewer characters than the healthscan still because of having no color.)</h5> <h6>I genuinely don't know how to get the Overall to stop stacking like that. It was suggested it looks better at the bottom as a summary-type thing, and I think that's true and it does work, but it's hard to format right with paper width like it is.</h6> <img width="261" height="680" alt="image" src="https://github.com/user-attachments/assets/76190f1b-073a-4a61-a2fe-8002aaeb9187" /> </details> <details><summary> COMPARISONS </summary> <details><summary> New vs Old </summary> <h6>Obviously not the same info. I'm not gonna recreate two identical deaths in seperate code. I'm not crazy!!! Also I know I missed the virus scan, fwiw the formatting is about the same as the chemical. About. Ish.</h6> <img width="523" height="679" alt="image" src="https://github.com/user-attachments/assets/59057056-5964-4902-bb32-b678333152ab" /> </details> <details><summary> New vs healthscan </summary> <h6>Similar, yes, not identical though. See the PR body.</h6> <img width="528" height="677" alt="image" src="https://github.com/user-attachments/assets/e409deee-f327-4bab-a8b3-335999677e08" /> </details> </details> Now, it's largely comparable to a printed Health Scan. It has all its unique features unchanged: - Colorless advanced health scan (exact numbers of damages) - Lists all organs/limbs present (even undamaged organs, and with exact names) - Shows wound sources - Lists Chemicals/Diseases in detail Adds some missing info/QoL to the autopsies: - Lists Missing Organs (why weren't these listed???) - Sorts organ/limb lists the same as healthscan - Shows temperature, genetic stability, and blood alcohol (can inform how someone died) - Shows how long they've been dead in realtime (ingame time is neat, but not at all helpful) - Ends with a 'Coroner's Notes' section (so the coroner can write info such as how they think they died) Still has notable differences, of course: - No color (so sad) - Doesn't list quirks (they are dead their Heirloom is irrelevant) - No tooltips (it's paper) - Only possible while dead - Requires a surgery to get the printout Hopefully this will give it more usecase outside only boosting surgery speed. Detectives will appreciate a good coroner's autopsy now. <h5>(It feels really copy-pastey, but with it mostly just being paper formatting, I don't know how much CAN be made into unique procs. Suggestions on how to improve that are welcome.)</h5> --- Additionally: **Creates `/mob/living/carbon/human/proc/get_missing_organs()`.** Just takes some code from healthscan() and makes it useable elsewhere. Does what you'd guess. Returns a list of empty organ slots that should have organs, where key is the ORGAN_SLOT and value is the "name". **Adds a 'colored' variable to /obj/item/organ/proc/get_status_text()** Decides if it returns it with color. Autopsies call this with colored false. <h6>(See above note about copy-paste. These were two things I could see that I could minimize copy-paste with)</h6> ## Why It's Good For The Game These are so fun to do, but are missing **just** enough information to be kind of irritating without also doing a healthscan. You shouldn't need to print a healthscan alongside the autopsy, the autopsy is already the healthscan. _An unhealth-scan, perhaps?_ Hopefully this will make them nicer to use. _(An autopsy? Not showing missing organs? Crazy.)_ ## Changelog 🆑 qol: made Autopsy Reports follow similar formatting to Health Scans, and adds some information previously missing such as Missing Organs. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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ee99d0e5b0 |
Asthma quirk, inhalers - Electric Boogaloo (#92747)
## About The Pull Request Revival of https://github.com/tgstation/tgstation/pull/79691 A while back, I made this PR, but lost motivation after diving too deep into the code soup of can_breathe and related procs. Now, I have removed those parts, and have simplified that part of the code to the point I think it's ready for review. Many reviews from the previous PR have been addressed in this PR. <hr> <details> <summary>Details</summary> Asthma is a 4 point negative quirk that emulates real life asthma. It works by slowly decreasing the amount of pressure each breath you take receives, until your lungs completely seal, ensuring death if you dont get oxyloss meds/windpipe surgery. Inflammation (the tracker for intensity) increases whenever you breathe smoke, use a cigarette, metabolize histimine, or suffer an asthma attack. Asthma attacks have a low chance of happening every second, starting 10 minutes after you spawn and with a 20-30 grace period between attacks. They are "diseases" that cant be outright cured by albuterol, only put into remission. They increase inflammation at varying rates depending on their severity, with extreme asthma attacks being a immediate threat to your life while mild ones might not even cause inflammation. The response to these is always the same - use your inhaler before you start choking. Asthmatics start with a rescue inhaler, a low-capacity inhaler loaded with albuterol, which I will get to later. Albuterol is a new medicine thats a little tricky to make but still doable. It can be efficiently created with inverse convermol, or transmutated from salbutamol and convermol. The opposite is true, with albuterol able to be turned into salbutamol. Two canisters are available in chemvends. Upon use, it increases the virtual pressure of all breaths taken by 40%. This allows for you to breathe in lower pressure environments, as well as enhancing the effects of things like healium. It's OD causes your diaphram to spasm, causing sporadic losebreath and forced breathing. Inhalers are a fancy new reagent application apparatus that uses the INHALE reagent bitflag. Inhalers themselves are rather unremarkable, they are merely the method of using inhaler canisters (they also have a rotary display approximating the uses left in a canister - just like real life inhalers). Inhaler canisters are the reagent containers, and are generally low capacity. They can only be used in a inhaler, and contain aerosolized chemicals. Inhaler canisters and inhalers are unlocked from chemical synthesis, and are printable for cheap from a medlathe. In order to use a inhaler, one must uncover the mouth of a carbon and wait a few seconds (its faster if its a self-application) before a small amount of the reagents are delivered via the INHALE bitflag. This only works on things currently breathing - if theyre dead, have no lungs, or just, arent breathing - it will fail. This includes asthmatics with 100% inflammation. </details> <img width="181" height="74" alt="282863233-77a7cd6b-44d2-458e-9966-06d485df1521" src="https://github.com/user-attachments/assets/293b6659-0834-4e9a-b033-cc3b0cfde18e" /> <img width="1465" height="202" alt="282863346-2a247736-0c3a-43b0-a60b-7cff10ce4963" src="https://github.com/user-attachments/assets/5d9a13dc-b7b2-4de2-adda-8fbc8276e667" /> Sprites are not mine; they are from swanni and I can NOT sprite for the life of me ## Why It's Good For The Game 1. Asthma is just cool. One of my favorite features on bay was the fact lung damage required you to turn up the pressure on your O2 tank to survive, and this does precisely that. 2. Its always fun to add new ways to interact with atmos as a player that arent grossly broken, and I fail to see how a 40% increase of gas intake will really affect balance too badly. 3. Inhalers are badass. ## Changelog 🆑 add: Asthma quirk, based on IRL asthma add: Inhalers, a new reagent administering method that uses INHALE add: Albuterol, a new reagent that increases the amount of gas you inhale by 40% balance: Inverse convermol now forms once the reaction is done, not on metabolize /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> # Conflicts: # code/datums/quirks/negative_quirks/allergic.dm # code/game/objects/items/devices/scanners/health_analyzer.dm |
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fadbf16e1b |
Asthma quirk, inhalers - Electric Boogaloo (#92747)
## About The Pull Request Revival of https://github.com/tgstation/tgstation/pull/79691 A while back, I made this PR, but lost motivation after diving too deep into the code soup of can_breathe and related procs. Now, I have removed those parts, and have simplified that part of the code to the point I think it's ready for review. Many reviews from the previous PR have been addressed in this PR. <hr> <details> <summary>Details</summary> Asthma is a 4 point negative quirk that emulates real life asthma. It works by slowly decreasing the amount of pressure each breath you take receives, until your lungs completely seal, ensuring death if you dont get oxyloss meds/windpipe surgery. Inflammation (the tracker for intensity) increases whenever you breathe smoke, use a cigarette, metabolize histimine, or suffer an asthma attack. Asthma attacks have a low chance of happening every second, starting 10 minutes after you spawn and with a 20-30 grace period between attacks. They are "diseases" that cant be outright cured by albuterol, only put into remission. They increase inflammation at varying rates depending on their severity, with extreme asthma attacks being a immediate threat to your life while mild ones might not even cause inflammation. The response to these is always the same - use your inhaler before you start choking. Asthmatics start with a rescue inhaler, a low-capacity inhaler loaded with albuterol, which I will get to later. Albuterol is a new medicine thats a little tricky to make but still doable. It can be efficiently created with inverse convermol, or transmutated from salbutamol and convermol. The opposite is true, with albuterol able to be turned into salbutamol. Two canisters are available in chemvends. Upon use, it increases the virtual pressure of all breaths taken by 40%. This allows for you to breathe in lower pressure environments, as well as enhancing the effects of things like healium. It's OD causes your diaphram to spasm, causing sporadic losebreath and forced breathing. Inhalers are a fancy new reagent application apparatus that uses the INHALE reagent bitflag. Inhalers themselves are rather unremarkable, they are merely the method of using inhaler canisters (they also have a rotary display approximating the uses left in a canister - just like real life inhalers). Inhaler canisters are the reagent containers, and are generally low capacity. They can only be used in a inhaler, and contain aerosolized chemicals. Inhaler canisters and inhalers are unlocked from chemical synthesis, and are printable for cheap from a medlathe. In order to use a inhaler, one must uncover the mouth of a carbon and wait a few seconds (its faster if its a self-application) before a small amount of the reagents are delivered via the INHALE bitflag. This only works on things currently breathing - if theyre dead, have no lungs, or just, arent breathing - it will fail. This includes asthmatics with 100% inflammation. </details> <img width="181" height="74" alt="282863233-77a7cd6b-44d2-458e-9966-06d485df1521" src="https://github.com/user-attachments/assets/293b6659-0834-4e9a-b033-cc3b0cfde18e" /> <img width="1465" height="202" alt="282863346-2a247736-0c3a-43b0-a60b-7cff10ce4963" src="https://github.com/user-attachments/assets/5d9a13dc-b7b2-4de2-adda-8fbc8276e667" /> Sprites are not mine; they are from swanni and I can NOT sprite for the life of me ## Why It's Good For The Game 1. Asthma is just cool. One of my favorite features on bay was the fact lung damage required you to turn up the pressure on your O2 tank to survive, and this does precisely that. 2. Its always fun to add new ways to interact with atmos as a player that arent grossly broken, and I fail to see how a 40% increase of gas intake will really affect balance too badly. 3. Inhalers are badass. ## Changelog 🆑 add: Asthma quirk, based on IRL asthma add: Inhalers, a new reagent administering method that uses INHALE add: Albuterol, a new reagent that increases the amount of gas you inhale by 40% balance: Inverse convermol now forms once the reaction is done, not on metabolize /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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b348b617a3 |
Merge branch 'master' of https://github.com/tgstation/tgstation into pupstream-2025-09-07
# Conflicts: # README.md # code/__DEFINES/admin.dm # code/__DEFINES/melee.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/economy.dm # code/datums/components/crafting/crafting.dm # code/datums/elements/crusher_loot.dm # code/modules/antagonists/pirate/pirate_shuttle_equipment.dm # code/modules/clothing/suits/_suits.dm # code/modules/escape_menu/leave_body.dm # code/modules/jobs/job_types/_job.dm # code/modules/mining/equipment/mineral_scanner.dm # code/modules/mob/living/living.dm # code/modules/plumbing/plumbers/pill_press.dm # tgui/packages/tgui/interfaces/Vending.tsx |
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d2b92afe55 |
Plant Analyzer UX Revamp (#92667)
## About The Pull Request <img width="1300" height="706" alt="image" src="https://github.com/user-attachments/assets/c7971eab-6af3-4fea-94f5-b76104696b73" /> 1. Chems are no longer hidden in an icon's tooltip. There is a separate tab for chems. Right clicking to do a chem scan will pull up the chem tab, but you can also just use the two buttons at the top - Closes #91172 2. You no longer need to repeatedly scan a tray to update the UI. Standing adjacent to a scanned tray will update it regularly. 3. Units have been redefined from pure seconds to minutes/seconds where applicable. 4. The report has been swapped around, with tray on top and plant on bottom. 5. The nutrient bar is now colored based on contents of the tray. It no longer has a tooltip listing the tray's contents, that's now in the chemicals tab. 6. Auto-grow, pollinating, and yield modifier icons have been brought center below the tray, instead of in the top right section. They now change color to make it more apparent at a glance. 7. Traits have been moved from icons to a collapsible list at the bottom of the UI, and are now printed entirely. They still have tooltips explaining what they do. 8. Grafted gene was moved center below the plant, and is now printed entirely. 9. Mutations have been moved to a collapsible list center below the plant. 10. Plants now indicate if they are dead in the UI. 11. Scanning produce now lists all the chemicals inside it on top of all the chemicals it produces. - Closes #89443, Closes #90793 12. Restores lost behavior of seed unique data - Closes #90706 Also 13. Added Hydroponics to Runtime station 14. Added screentip for dumping reagents from hydro-trays ## Why It's Good For The Game While I was initially supportive of the move to a plant analyzer UI it was undeniable it was a huge UX stepdown from printing results to chat. This PR aims to bring back some of those lost UX features by making more information visible at a glance (instead of requiring memorization of mystery meat icons or hovering over many elements to find information hidden in tooltips) I know it's a little bit of a mess with the colors and layout, I planned on doing a whole custom css and layout and such but I kinda just wanted to get it out. ## Changelog 🆑 Melbert qol: Plant analyzer: Scanning a tray will regularly update the UI with the tray's information while you stand adjacent to it, no longer requiring you re-scan the tray to update it. qol: Plant analyzer: UI is now split between chems and stats - RMB will open directly to the chem tab. qol: Plant analyzer: UI received several UX changes - listing out more information at a glance, rather than behind tooltips or icons fix: Plant analyzer: Chem scanning plants now shows the plant's current chemical contents once again (on top of their genes) fix: Plant analyzer: Unique seed data (kudzu mutation, replica pod dna) is shown again qol: Added hydroponics to runtime station qol: Added screentip to hydroponic trays for clearing reagents /🆑 |
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9e7037c973 |
Fixes plant analyzer blocking all interactions in the darkness (#92642)
## About The Pull Request Closes #92637 ## Changelog 🆑 fix: Fixed plant analyzer blocking all interactions in the darkness /🆑 |
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2a778cd510 |
Changes flux anomalies and gravity anomalies to be a little less horrible to deal with. (#92216)
## About The Pull Request
Flux anomalies, when they detonate, do a minor explosion and emit a wide
EMP pulse. This can cause a lot of damage in its own right, but it won't
syndicate bomb a random section of the station anymore.
Gravity anomalies
A) No longer have the click catching giant image floating above it
anymore.
B) No longer chain hardstuns you if you get too close every time it
ticks. Instead, it knocks you down. You can also avoid this effect by
wearing magboots.
C) Also doesn't throw literally every object in an area around it
straight into you every time it ticks. Instead, it does so only 20% of
the time.
Long range gas analyzers can now scan anomalies.
## Why It's Good For The Game
> Flux
A really annoying anomaly and one that I think has caused several
shuttle calls in its time. If you don't catch it, it blows up a segment
of the station entirely at random. This thing can almost be as bad as a
vortex in some contexts. A giant EMP can still be pretty destructive,
but it isn't quite at the same level as a giant explosion and I suspect
not shuttle call worthy. The minor explosion will at most trash a room.
> Gravity
I literally do not understand how anyone was supposed to disable these.
I literally gave up years ago even trying to catch them. They're
practically designed to kill you for trying. The click catching warp
effect not only looked kind of lame, but it just straight up stopped you
being able to disable them (mouse opacity doesn't work here and I tried,
it redirects clicks to other tiles for some godawful reason, probably
byond weirdness). You had to spam click a LOT to even try.
On top of that, it just stuns you? It literally just stuns you if you
approach it? And magboots can't help you to avoid that? What the fuck
are you _supposed_ to do to avoid that?
Also it can just instantly kill you if you approach it and it gathered
enough stuff because it will just keep slapping you with every loose
object within a radius around itself? At speed 5 so things that don't
normally embed will embed?
So it mulches you for approaching it, chain hardstuns you for
approaching it, and it deliberately intercepts clicks in a completely
unintuitive fashion even if you do manage to click it. You need to
approach it to stop it. A recipe for disaster. Fuck that.
> Analyzer
It was annoying this wasn't able to do this already!
## Changelog
🆑
balance: Gravity anomalies can be properly clicked. Rather than chain
stunning you, the anomaly will knock you down. You can avoid the
negatives of gravity anomalies by wearing magboots. (Yes, it did not
really protect you until now)
balance: Flux anomalies detonate in a much smaller explosion, but
release a wide EMP as well.
balance: Long range gas analyzers can now scan anomalies.
/🆑
(cherry picked from commit
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2b0a824132 |
Changes flux anomalies and gravity anomalies to be a little less horrible to deal with. (#92216)
## About The Pull Request Flux anomalies, when they detonate, do a minor explosion and emit a wide EMP pulse. This can cause a lot of damage in its own right, but it won't syndicate bomb a random section of the station anymore. Gravity anomalies A) No longer have the click catching giant image floating above it anymore. B) No longer chain hardstuns you if you get too close every time it ticks. Instead, it knocks you down. You can also avoid this effect by wearing magboots. C) Also doesn't throw literally every object in an area around it straight into you every time it ticks. Instead, it does so only 20% of the time. Long range gas analyzers can now scan anomalies. ## Why It's Good For The Game > Flux A really annoying anomaly and one that I think has caused several shuttle calls in its time. If you don't catch it, it blows up a segment of the station entirely at random. This thing can almost be as bad as a vortex in some contexts. A giant EMP can still be pretty destructive, but it isn't quite at the same level as a giant explosion and I suspect not shuttle call worthy. The minor explosion will at most trash a room. > Gravity I literally do not understand how anyone was supposed to disable these. I literally gave up years ago even trying to catch them. They're practically designed to kill you for trying. The click catching warp effect not only looked kind of lame, but it just straight up stopped you being able to disable them (mouse opacity doesn't work here and I tried, it redirects clicks to other tiles for some godawful reason, probably byond weirdness). You had to spam click a LOT to even try. On top of that, it just stuns you? It literally just stuns you if you approach it? And magboots can't help you to avoid that? What the fuck are you _supposed_ to do to avoid that? Also it can just instantly kill you if you approach it and it gathered enough stuff because it will just keep slapping you with every loose object within a radius around itself? At speed 5 so things that don't normally embed will embed? So it mulches you for approaching it, chain hardstuns you for approaching it, and it deliberately intercepts clicks in a completely unintuitive fashion even if you do manage to click it. You need to approach it to stop it. A recipe for disaster. Fuck that. > Analyzer It was annoying this wasn't able to do this already! ## Changelog 🆑 balance: Gravity anomalies can be properly clicked. Rather than chain stunning you, the anomaly will knock you down. You can avoid the negatives of gravity anomalies by wearing magboots. (Yes, it did not really protect you until now) balance: Flux anomalies detonate in a much smaller explosion, but release a wide EMP as well. balance: Long range gas analyzers can now scan anomalies. /🆑 |
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78cffc2101 |
Adds a new halloween species: Spirits (#90711)
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.
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
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?)
🆑
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>
(cherry picked from commit
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096c032402 |
Adds a new halloween species: Spirits (#90711)
## 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> |
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df3df27e1d |
Diagnosis: The Diagnosing (#91361)
Adds more analog diagnostic stuff, and expands on what's already there. Current content added: - Custom text for when you examine different kinds of organs with stethoscopes and penlights. - Examining eldritchly corrupted organs too closely (stethoscope and penlight) is a bad idea. - If you place a metal disk against a guy sparking like a tesla coil, you get shocked. Go figure. - If someone has an actively damaging zombie infection (ie. got clawed by a zombie, not romerol), you can see it on penlight. - New Hemoanalytic Scanner, for use in places where real health scanners with actual useful features are too high class. It's able to scan for medicines in the blood, check blood and oxygen levels, determine if the scannee has tox damage, and even check their blood type. It's printable roundstart for iron and glass, so that medbay isn't completely fucked if science doesn't do their job and they lose their health analyzers somehow. - Nifty status effect messages for those tools! Fun, rarely used systems are being improved, and seeing as how the easily available, faster health analyzer is basically the end-all be-all of diagnostic tools anyways, it's not going to unbalance anything unless i literally make them just a health analyzer but better. 🆑 add: Vaguely estimate what kinds of hearts and lungs people have from a variety of weird stethoscope noises! (Or just look it up on the pr, I won't judge.) add: Using analog diagnostic tools on eldritch organs from beyond the waking world or people whose hearts cause their skin to arc like a tesla coil is a bad idea. Examine people, ya goof. add: You can see if someone has an actively damaging (read: contracted straight from the groaning hungry source) zombie infection by using a penlight. Act out highly emotional headshot hesitation scenes today! add: New Hemoanalytic Scanner (read: really shitty but roundstart printable chem scanner), which tells you all about someone's blood, and can also detect medicines in their bloodstream! Not toxins or miscellaneous reagents though. refactor: Refactored and added some penlight, stethoscope, and organ code. If shit is fucked, please report it on the github issue tracker ASAP. fix: X-Ray vision generically causes eyes to glow under penlight, not just specifically the mutation X-Ray vision. fix: Reflex Hammers now fit in medical storage items, IE. medbelts and medkits. balance: People with welding-eyes or similar will not have their pupils react to penlight examination. /🆑 --------- Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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f02819360b |
Diagnosis: The Diagnosing (#91361)
## About The Pull Request Adds more analog diagnostic stuff, and expands on what's already there. Current content added: - Custom text for when you examine different kinds of organs with stethoscopes and penlights. - Examining eldritchly corrupted organs too closely (stethoscope and penlight) is a bad idea. - If you place a metal disk against a guy sparking like a tesla coil, you get shocked. Go figure. - If someone has an actively damaging zombie infection (ie. got clawed by a zombie, not romerol), you can see it on penlight. - New Hemoanalytic Scanner, for use in places where real health scanners with actual useful features are too high class. It's able to scan for medicines in the blood, check blood and oxygen levels, determine if the scannee has tox damage, and even check their blood type. It's printable roundstart for iron and glass, so that medbay isn't completely fucked if science doesn't do their job and they lose their health analyzers somehow. - Nifty status effect messages for those tools! ## Why It's Good For The Game Fun, rarely used systems are being improved, and seeing as how the easily available, faster health analyzer is basically the end-all be-all of diagnostic tools anyways, it's not going to unbalance anything unless i literally make them just a health analyzer but better. ## Changelog 🆑 add: Vaguely estimate what kinds of hearts and lungs people have from a variety of weird stethoscope noises! (Or just look it up on the pr, I won't judge.) add: Using analog diagnostic tools on eldritch organs from beyond the waking world or people whose hearts cause their skin to arc like a tesla coil is a bad idea. Examine people, ya goof. add: You can see if someone has an actively damaging (read: contracted straight from the groaning hungry source) zombie infection by using a penlight. Act out highly emotional headshot hesitation scenes today! add: New Hemoanalytic Scanner (read: really shitty but roundstart printable chem scanner), which tells you all about someone's blood, and can also detect medicines in their bloodstream! Not toxins or miscellaneous reagents though. refactor: Refactored and added some penlight, stethoscope, and organ code. If shit is fucked, please report it on the github issue tracker ASAP. fix: X-Ray vision generically causes eyes to glow under penlight, not just specifically the mutation X-Ray vision. fix: Reflex Hammers now fit in medical storage items, IE. medbelts and medkits. balance: People with welding-eyes or similar will not have their pupils react to penlight examination. /🆑 --------- Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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58df88c915 |
New morbid tools (#91614)
New morbid themed tools to fill out the full suite. Includes: tearing drill: morbid variant of the surgical drill. Sprite is recolored from a standard surgical drill. jagged bonesaw: morbid variant of the surgical saw. Sprite is a recolored and slightly edited bonesaw from skyrat. The overlay sprite for this was made from the ground up by myself harsh bonesetter: morbid variant of the bonesetter. Sprite is a recolored bonesetter. malignant blood filter: morbid variant of the blood filter. Sprite is a recolored blood filter. All tools function basically identically to normal tools with 1 exception: They all have the cruel tag, so are best used on the dead rather then the living. The malevolent autopsy scanner is slightly faster at performing autopsies...but only if you have the morbid trait. All sprites and overlays were created by myself. All item descriptions were created by myself, feedback is welcomed and encouraged! If you feel that there is a better description for them please do share. Also includes: All tools added to the coroner's wardrobe All tools replaced in the coroner's surgical tray with the new appropriately themed variants. Adds the CRUEL_IMPLEMENT tag to the autopsy scanner, letting coroners do the autopsy surgery faster I always felt it strange that the coroner didn't have a full suite of themed tools, so I set out to fix that. This both helps encourage the coroner to use their special tools and work with cadavers more efficiently. It also further solidifies coroner's role in working with the dead, and lets them show that they are the best at autopsies. 🆑 add: Adds new morbid themed tools for the coroners enjoyment. Coroners now perform autopsies slightly faster. /🆑   |
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75e7ef6def |
Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
This PR aims to clean or bring up to date portions of code about dna, the dna console and mutations. This includes taking care of or removing some of the awful choices like the pratically useless `datum/mutation/human` pathing, or the class variable, in favor of using sources to avoid potential issues with extraneous sources of a mutation. The files changed are over a hundred just because I removed the `datum/mutation/human` path, but the actual bulk of the code is mainly shared between the datum/dna.dm, _mutations.dm and dna_console.dm. Mutation shitcode is hurting my future plans for infusions a little. Also it's a much needed refactor. Drafted 'till I'm sure it works without issues. 🆑 refactor: Refactored mutation code backend. Report any issue. /🆑 |
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1dc351eb86 |
New morbid tools (#91614)
## About The Pull Request New morbid themed tools to fill out the full suite. Includes: tearing drill: morbid variant of the surgical drill. Sprite is recolored from a standard surgical drill. jagged bonesaw: morbid variant of the surgical saw. Sprite is a recolored and slightly edited bonesaw from skyrat. The overlay sprite for this was made from the ground up by myself harsh bonesetter: morbid variant of the bonesetter. Sprite is a recolored bonesetter. malignant blood filter: morbid variant of the blood filter. Sprite is a recolored blood filter. All tools function basically identically to normal tools with 1 exception: They all have the cruel tag, so are best used on the dead rather then the living. The malevolent autopsy scanner is slightly faster at performing autopsies...but only if you have the morbid trait. All sprites and overlays were created by myself. All item descriptions were created by myself, feedback is welcomed and encouraged! If you feel that there is a better description for them please do share. Also includes: All tools added to the coroner's wardrobe All tools replaced in the coroner's surgical tray with the new appropriately themed variants. Adds the CRUEL_IMPLEMENT tag to the autopsy scanner, letting coroners do the autopsy surgery faster ## Why It's Good For The Game I always felt it strange that the coroner didn't have a full suite of themed tools, so I set out to fix that. This both helps encourage the coroner to use their special tools and work with cadavers more efficiently. It also further solidifies coroner's role in working with the dead, and lets them show that they are the best at autopsies. ## Changelog 🆑 add: Adds new morbid themed tools for the coroners enjoyment. Coroners now perform autopsies slightly faster. /🆑   |
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14fb86e3e8 |
Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
## About The Pull Request This PR aims to clean or bring up to date portions of code about dna, the dna console and mutations. This includes taking care of or removing some of the awful choices like the pratically useless `datum/mutation/human` pathing, or the class variable, in favor of using sources to avoid potential issues with extraneous sources of a mutation. The files changed are over a hundred just because I removed the `datum/mutation/human` path, but the actual bulk of the code is mainly shared between the datum/dna.dm, _mutations.dm and dna_console.dm. ## Why It's Good For The Game Mutation shitcode is hurting my future plans for infusions a little. Also it's a much needed refactor. Drafted 'till I'm sure it works without issues. ## Changelog 🆑 refactor: Refactored mutation code backend. Report any issue. /🆑 |
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5667499904 | Fixes for #91054 Part 1 | ||
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3c1505ac06 |
Cyborgs now use storage datum (#90927)
This moves Cyborgs onto using storage datums, removing the remenants of the shitcode that was Cyborg inventory. It's now done mostly by equipping/unequipping/storage items, much like how other mobs do. This allows borgs to take advantage of more hand support stuff and things like ``dropped()``, so borgs no longer have to copy paste drop code to ``cyborg_unequip`` It also: - Removes ``CYBORG_ITEM_TRAIT`` - Removes all borg items being ``NODROP`` https://github.com/user-attachments/assets/11442a10-3443-41f2-8c72-b38fb0126cdb Currently borgs are able to have their entire inventory open and a bag below it, which I thought was a little weird. I always assumed they WERE storage items, so I guess I'm doing it myself. Cyborgs using storage code makes it easier for contributors to actually do stuff with, without risking breaking everything. It also hopefully will make borg items more resilient against breaking in the future, now that we're not relying on nodrop. Also just brings them more in line with other mobs, all of which make use of storages. 🆑 refactor: Cyborg's modules now use storage (so opening a bag will close modules instead of overlap one over the other). qol: Observers can now see Cyborg's inventories (like they can for humans). /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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d841c9df40 |
[MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
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 A lot of blood here has dried, visually the blood colors are almost exactly the same as before either of the blood refactors.   |
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c51ee7efa5 |
Cyborgs now use storage datum (#90927)
## About The Pull Request This moves Cyborgs onto using storage datums, removing the remenants of the shitcode that was Cyborg inventory. It's now done mostly by equipping/unequipping/storage items, much like how other mobs do. This allows borgs to take advantage of more hand support stuff and things like ``dropped()``, so borgs no longer have to copy paste drop code to ``cyborg_unequip`` It also: - Removes ``CYBORG_ITEM_TRAIT`` - Removes all borg items being ``NODROP`` https://github.com/user-attachments/assets/11442a10-3443-41f2-8c72-b38fb0126cdb ## Why It's Good For The Game Currently borgs are able to have their entire inventory open and a bag below it, which I thought was a little weird. I always assumed they WERE storage items, so I guess I'm doing it myself. Cyborgs using storage code makes it easier for contributors to actually do stuff with, without risking breaking everything. It also hopefully will make borg items more resilient against breaking in the future, now that we're not relying on nodrop. Also just brings them more in line with other mobs, all of which make use of storages. ## Changelog 🆑 refactor: Cyborg's modules now use storage (so opening a bag will close modules instead of overlap one over the other). qol: Observers can now see Cyborg's inventories (like they can for humans). /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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b4061f1800 |
[MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
## 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.   |
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ceef8e9181 |
Analyzer blood printout uses conditional tooltips as god intended (also fixes some) (#90970)
Health Analyzer tells you what type of blood your target can accept. |
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d1fffd9b47 |
Analyzer blood printout uses conditional tooltips as god intended (also fixes some) (#90970)
Health Analyzer tells you what type of blood your target can accept. |
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aaabcd93f1 |
Fix health analyzer runtime on cybernetic organs (#90900)
we probably shouldn't add a string to people's organs. that's what lists are for. |
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a18dbc2971 |
Fix health analyzer runtime on cybernetic organs (#90900)
we probably shouldn't add a string to people's organs. that's what lists are for. |
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4ba1520df8 |
There will be (colorful) blood: datumizes bloodtypes, greyscales blood sprites, and fixes a lot of inconsistencies with gibs and forensic data (#90593)
## About The Pull Request This PR: - Converts all of the blood types into their own datums, which can be set up to have their own colors, descriptions, and other fun unique properties. For example, the clown blood that is constantly randomizing itself. - Converts all the blood decals into greyscale, which in turn eliminates the need for separate xeno sprites. They both use the same ones now. - Audit of blood splatters/gibs/bodyparts/organs to make sure that they are getting the correct forensic data applied to them. - For the admins: Adds a clown blood smite. My primary goal with was to make the appearance of the new sprites look almost indistinguishable to the original ones. I consider this a "first pass", as in there are still some further refactors I would like to do on the backend side, but am satisfied with it enough to push it forward as a first step towards a better blood system! I didn't want to do too much at once because of A) fatigue and B) easier to test things to make sure I'm not breaking something important this way. This has been test-merged on Nova for over a week now and has been going great, so I finally got around to upstreaming the bones to TG. Although I did test it a bit you may want to TM it just in case I missed some things when copying it over. |