## About The Pull Request
<img width="579" height="67" alt="image"
src="https://github.com/user-attachments/assets/d7a4427e-2a6e-44d3-94ba-c90a2d474984"
/>
Simple rotation components number in the 8-9k range per round, and each
contains a needless callback datum as well.
These do not need to hold any state and can be bespoke elements, and the
proc to do things post_rotation can just be a normal atom proc.
<details><summary>Still works as you'd expect, including items that have
flag requirements like the wrench</summary>


</details>
## Why It's Good For The Game
Makes a heavily used element much more lightweight, saves a few mb of
memory.
## Changelog
🆑
refactor: simple rotation component has been refactored into an element
Please report any bugs to github.
/🆑
## About The Pull Request
This was LONG overdue and its finally time. Refactors 2 components to
regular datums
- `/datum/component/material_container` -> `/datum/material_container`
- `/datum/component/remote_materials` -> `/datum/remote_materials`
Reduced memory overhead and stops misuse of component i.e. storing it in
a variable
## Changelog
🆑
refactor: refactored material container code to reduce memory overhead.
Report bugs on github
/🆑
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.
## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.
Currently a WIP as I slowly deal with the unit test reports.
## Changelog
🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
## 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!
/🆑
## About The Pull Request
manufacturing lathe now prints items according to their quantity in the
autolathe
https://github.com/user-attachments/assets/c63764ff-08e1-410e-892f-0aa7539ff317
## Why It's Good For The Game
manufacturing lattice did not take into account the number of printed
items at a time, which is why, for example, it produced 1 wire at a
price of 5
## Changelog
🆑
fix: manufacturing lathe now prints items according to their quantity in
the autolathe
/🆑
## About The Pull Request
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.
EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.
EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.
## Why It's Good For The Game
Improving the backbone of the crafting system. Also materials and food
code.
## Changelog
🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
## About The Pull Request
I was trying to fix a hard delete and it became a whole thing
- Reworks `/obj/item/stack/proc/split_stack` to no longer also try to
put it in the user's hands, or take a user at all. The proc now purely
splits the stack and returns the new one
- Creates `/obj/item/stack/proc/split_n_take` which uses `split_stack`
and does the other behaviors like fingerprint adding and putting in the
user's hands
- Update usages of `split_stack` to either properly use it and remove
the code added to get around the put in hands behavior, or change them
to use `split_n_take` instead
- Fix a random bug in pipe bomb building I noticed while testing
## Why It's Good For The Game
Ultimately this fixes a hard delete with goldgrubs eating a piece of ore
while sitting on top of another piece of ore of the same type (the put
in hands behavior of split stack would cause the ore being consumed to
drop to the ground briefly, merge with the ore there, and then qdel
while still being moved to the goldgrub contents), but also added bonus
that it makes `split_stack` just split the stack and not some other
stuff too. Also a pipe bomb bug fix
## Changelog
🆑
fix: fixed being able to add seemingly infinite refined bluespace
crystals to pipe bombs
refactor: /obj/item/stack/split_stack no longer tries to move the stack
into the user's hands, use /obj/item/stack/split_n_take for that
/🆑
## About The Pull Request
516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.
This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.
I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.
Lints will probably be failing for a bit, got to wait for [this
update](https://github.com/SpaceManiac/SpacemanDMM/commit/4b77cd487d0a7b6a069df20356b701af5b20489d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt
## Why It's Good For The Game
Fixes this massive 516 mess, hopefully.
closes#90281
## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
## About The Pull Request
Cleaned up an unnecessary proc on base crafting datum, fixed balloon
sutra-exclusive items being craftable by anyone, air sensors being only
craftable via search, crafters adding a second comma when failing to
craft something and missing capitalization in slapcrafting errors.
## Changelog
🆑
fix: You can no longer craft balloon armor and weapons without knowing
Balloon Sutra
fix: Air sensors now show up in atmospherics category
spellcheck: Fixed grammar/capitalization in crafter/slapcrafting error
messages
code: Cleaned up some crafting code
/🆑
## About The Pull Request
ok idk how to structure this but
basically the crafter (assembling machine) crafts stuff on top of it now
again items created by the crafter are tracked and will be attempted to
sent forward at once everytime it processes or crafts
this means junk shells and lizard boot recipes work
additionally, you can no longer have it craft initially anchored
objects. this was already a thing the check just never worked
also fixed some dumb define stuff and i made it call recipe completion
## Why It's Good For The Game
fixes#87876
the MANUFACTURING_FAIL_FULL define was basically just useless and if
statements thinks its a true value which makes certain things harder to
read
pockets defines got left in by accident because i tried to rework it at
some point (spoiler: did not work)
## Changelog
🆑
fix: manufacturing assembling machine crafts junk shells and lizard
boots properly, may no longer craft anchored objects (broken check), and
sends its crafted stuff at once
/🆑
## About The Pull Request
fixes#87874
also fixes an unintentional sprite change
## Changelog
🆑
fix: the manucrafter now properly receives resources, also fixed
unintentional manulathe sprite change
/🆑
## About The Pull Request
#86063 was a mistake, some of the code there is really bad this being
the peak change. This was done to exclusively snowflake chasms but in
reality *did not do anything whatsoever* because chasms override
CanAllowThrough to always return TRUE anyways. Yesh.
is_blocked_turf is relatively hot in basic mob AI so this was really
bad.
## Changelog
🆑
fix: Fixed basic mob performance impact created by the factorio PR
/🆑
## About The Pull Request
https://github.com/user-attachments/assets/25fd12e9-4c84-4ac3-a4c5-0f77cab74ba3
## Why It's Good For The Game
my really poor code kept shitting itself so lets just make it avoid any
of the issues by just not doing it
## Changelog
🆑
qol: manufacturing assembling machines instead craft using the resources
on top of them, they are no longer block movement and have new sprites
/🆑
## About The Pull Request
made manufacturing machines i/o overlays (the blue and orange lights and
such) rotate with the machine
CTRL SHIFT LMB makes the manulathe dump all mats
manulathes no longer may receive ore: this was not intentional,
processing ore is stuff the smelter does
manulathes now use a matter bin instead of a servo (because it makes
sense because it holds mats): this affects its material capacity being:
bin tier * 50 sheets
## Why It's Good For The Game
bug bad
oversight bad
and you also no longer need to decon the lathe to dump mats
## Changelog
🆑
fix: input output overlays for manufacturing machines actually update
properly when rotated
qol: you may dump materials of a manulathe via CTRL SHIFT LMB
balance: manulathes may not receive ore (not intentional)
balance: manulathes now use a matter bin in their construction, which
now affects their material holding capacity: 50 sheets per tier
/🆑
## About The Pull Request
the crafter can now craft a Laser Musket as you can now put more than 1
non-stack item relevant to the recipe in it
router now splits stacks exactly 1 sheet at a time because the previous
version was error prone and doing it any better just needs a stupid
amount of math and working with my even worse implementation
## Why It's Good For The Game
bug bad
## Changelog
🆑
fix: you can now put more than 1 non-stack item relevant to the recipe
in a manufacturing crafter
fix: manufacturing router does not bug out when handling stacks in some
cases at the cost of being slower to do so
/🆑