3353 Commits

Author SHA1 Message Date
nevimer 6e9f2ccfc0 Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts:
#	.github/workflows/compile_all_maps.yml
#	.github/workflows/run_integration_tests.yml
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/_onclick/hud/credits.dm
#	code/controllers/subsystem/networks/id_access.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/game/machinery/doors/door.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/antagonists/malf_ai/malf_ai_modules.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/loadout/categories/accessories.dm
#	code/modules/loadout/loadout_helpers.dm
#	code/modules/loadout/loadout_items.dm
#	code/modules/loadout/loadout_preference.dm
#	code/modules/mob/living/silicon/robot/robot_defense.dm
#	code/modules/mod/mod_theme.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/reagents/reagent_containers/cups/drinks.dm
#	code/modules/shuttle/mobile_port/variants/supply.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -05:00
Gboster-0 1e45a9a79e Slightly cleans up the parent of command headsets (#94451)
## About The Pull Request

- Gives `/obj/item/radio/headset/heads` a command headset icon, making
subtypes not need to redefine it 7 times for no reason
- (Also gives a fairly long if() check an early return, but thats more
minor)

## Why It's Good For The Game

> Gives `/obj/item/radio/headset/heads` a command headset icon, making
subtypes not need to redefine it 7 times for no reason
> (Also gives a fairly long if() check an early return, but thats more
minor)
- Makes the code slightly clearer to look at, that they all have the
same icon except for alts

## Changelog

🆑
code: slightly cleaned up command headsets in-code
/🆑
2025-12-13 20:24:05 -05:00
SyncIt21 f640a0e972 Enhances algorithm for finding an atom mount (#94076)
## About The Pull Request
Depends on #94064 for the unit test but offers a better method for
finding an atom to mount on
- Finding a mount now takes into consideration the objects pixel x & y
offsets meaning diagonal mounting is now supported. Gives great
flexibility for mappers
- If you don't want to use pixel offsets but default back to using the
objects direction that behaviour is still preserved. Useful if your
object uses directional icon states(lights & cameras for now) AND don't
use offsets
- If no direction could be specified then as the last resort it defaults
back to the objects local turf for mounting

## Changelog
🆑
fix: all mounted objects on tables, fences, windows & walls should fall
of correctly when the atom it is placed on is destroyed
fix: security telescreen now falls off when their mounted wall is
destroyed
fix: defib wall mount falls off when their mounted wall is destroyed
fix: floor lights are mounted to the ground/catwalk/tram floor they are
sitting on meaning destroying it will destroy the light
fix: wall mounted plaques now fall off when their mounted wall is
destroyed
/🆑
2025-12-12 12:23:22 -05:00
LT3 1c96273825 Portable crew monitor drag-drop element (#94327) 2025-12-06 16:14:42 -07:00
Yobrocharlie c83a070266 First new gateway in a year. (#93894)
## About The Pull Request

This PR adds a new gateway with not too much threat a, a little bit of
reward more often in the form of gimmicky items or armor.

credit to https://github.com/NovaSector/NovaSector/pull/4880
For the gun and sfx sprite
## Why It's Good For The Game

The gateway system is about as decrepit and old, the last gateway that
was added was the museum which was made by somebody who would short
after receive a rule 8 ban and plus that away mission is a neat scenery
and has a lot of cool locations to look at but it has no loot, and you
know what? that's okay and it achieves what it sets out to do
beautifully, but if we discount that one for that reason alone (which
for the record is a bad reason to discount something) then the last
gateway that was added and that stuck was added in 2018? and it was
snowdin? I dont actually know, correct me on this. But basically, more
content good.

## Changelog

<details>
<summary>Screenshots/Videos</summary>
<img width="862" height="431" alt="image"
src="https://github.com/user-attachments/assets/d56add04-4b8c-4cd0-be7f-36d895e43868"
/>
<img width="654" height="665" alt="image"
src="https://github.com/user-attachments/assets/1ccd15c4-5c31-4b00-b5f8-9a662efa3436"
/>
<img width="651" height="571" alt="image"
src="https://github.com/user-attachments/assets/08ab4c1d-d9d0-413c-bc02-a3c51eda8761"
/>
<img width="1177" height="172" alt="image"
src="https://github.com/user-attachments/assets/8df5e28d-5041-4676-8370-b8ab351f5b52"
/>
<img width="850" height="586" alt="image"
src="https://github.com/user-attachments/assets/c03e6cbe-b290-421e-bbed-80a203221de4"
/>
<img width="1248" height="912" alt="image"
src="https://github.com/user-attachments/assets/aa3c415d-52de-46b9-b317-e397b481b1b7"
/>
<img width="885" height="697" alt="image"
src="https://github.com/user-attachments/assets/dd96d364-deae-4c56-9fc1-68b5e738ef4a"
/>
<img width="1284" height="646" alt="image"
src="https://github.com/user-attachments/assets/b433f591-d92f-4bea-921c-b231fce2e7d9"
/>

also NO you cannot make the sm sword using the slow recharge shrink ray
<img width="621" height="240" alt="image"
src="https://github.com/user-attachments/assets/75f7d235-33c2-424e-9260-a3cc8c931ab9"
/>
</details>

<details>
<summary>Documentation of all notable loot 11/8/2025</summary>
  /obj/item/clothing/shoes/gunboots/disabler
/obj/item/gun/energy/shrink_ray/one_shot (A shrink way that has a long
recharge time and can only shoot once)
  /obj/item/slimepotion/lovepotion x 2
  /obj/item/slimepotion/genderchange x 1
  /obj/item/slimepotion/slime/mutator
  /obj/item/gun/energy/disabler/smoothbore
  /obj/item/gun/energy/alien/zeta
  /obj/item/gun/magic/midas_hand
/obj/item/autosurgeon/xeno (A autosurgeon that only allows xenomorph
organs, here because it looks unique)
  /obj/item/organ/heart/gland (abductor organs, random.)
  /obj/item/organ/eyes/corrupt
  /obj/item/organ/appendix/corrupt
  /obj/item/clothing/suit/utility/radiation/cbrnsuit x 2
  /obj/item/clothing/head/utility/radiation/cbrnhood x 2
  /obj/item/clothing/gloves/combat x 4
  /obj/item/clothing/shoes/combat/swat x 2
  /obj/item/clothing/mask/gas/atmos/glass x 2 

/obj/item/clothing/under/rank/engineering/atmospheric_technician/nova/utility/advanced
  /obj/item/gun/ballistic/automatic/wt550/p90 x 2
  /obj/item/ammo_box/magazine/p90_mag x 14
  /obj/item/gun/energy/modular_laser_rifle/carbine x 2
  /obj/effect/spawner/random/armory/laser_gun
  /obj/item/grenade/c4 x 3
/obj/machinery/deployable_turret/hmg x 3 (you think these are good, but
they're not, they are really not, they're only good if you hit somebody
with them when they're not expecting it, otherwise people will simply
just avoid it, or if your being defensive of an area this thing will
have you just be a beast.)
/obj/machinery/mounted_machine_gun x 8 (But with no ammo, so theyre only
setpieces, okay well there IS ammo on the map but its anchored, and
theres no way to unanchor anchored items, if fallout thirteen players
cant do it over the course of 4 years then tg players sure cant.)
  
Also hello there it looks like you actually read this section, if you
have dont worry, this PR wont get merged, why? I dont want to salt about
that here.
</details>

🆑
map: added the "heretic" gateway map (it has nothing related to
heretics)
/🆑
2025-12-03 01:04:49 +00:00
Ghom 0b0c5ea91e Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## 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.
/🆑
2025-12-02 18:29:01 -05:00
tonty 8c45d4466c [MDB IGNORE] Cleans up AI core structure, un-spaghettis some AI code (#93873)
## About The Pull Request

The AI core structure now fully integrates item/tool interactions and no
longer uses attackby/take_damage overrides. Construction behaviour has
been isolated into its own file.

All handling relating to the AI core's status when shunted has been
turned into signals. For this reason, helper procs for managing core
link state have been made and integrated into the relevant users (APC
shunting, mech takeover). The AI core no longer references the remote AI
mob.

/obj/structure/ai_core/deactivated has been removed from code since it
had no function after refactoring. There was only a single instance of
it being used in a map, which has been replaced with a var edit.

There may be more things I changed, but I'm h
2025-12-02 12:38:51 -06:00
SyncIt21 39a196824a Enhances algorithm for finding an atom mount (#94076)
## About The Pull Request
Depends on #94064 for the unit test but offers a better method for
finding an atom to mount on
- Finding a mount now takes into consideration the objects pixel x & y
offsets meaning diagonal mounting is now supported. Gives great
flexibility for mappers
- If you don't want to use pixel offsets but default back to using the
objects direction that behaviour is still preserved. Useful if your
object uses directional icon states(lights & cameras for now) AND don't
use offsets
- If no direction could be specified then as the last resort it defaults
back to the objects local turf for mounting

## Changelog
🆑
fix: all mounted objects on tables, fences, windows & walls should fall
of correctly when the atom it is placed on is destroyed
fix: security telescreen now falls off when their mounted wall is
destroyed
fix: defib wall mount falls off when their mounted wall is destroyed
fix: floor lights are mounted to the ground/catwalk/tram floor they are
sitting on meaning destroying it will destroy the light
fix: wall mounted plaques now fall off when their mounted wall is
destroyed
/🆑
2025-12-01 00:50:16 +01:00
nevimer 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
2025-11-29 22:49:21 -05:00
Joshua Kidder 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!
/🆑
2025-11-27 15:50:23 -05:00
SyncIt21 81427cd5cf Unit tests, refactor & realignment for map loaded wall mounts (#93662)
## About The Pull Request
This 1st has to be PR'd so the integration tests can point out all
wallmounts that could not find a support structure to mount on. I then
will do many map edits to align them onto the closest atom

Yes we no longer use wall mount but atom mounted component. All objects
that are mounted on windows/tables & fences now also fall off when
destroyed

It'll probably be a WHILE before I can fix all wall mounts. Long day.
Expect me to misalign many stuff to fix failing CI so make sure to
provide suggestions when possible

Improved wallmount code overall
- Fixes #93793


## Changelog
🆑
fix: fixes all incorrectly maploded wall mounts that aren't actually
hanging on any support structure
fix: objects mounted on tables, windows & fences also fall off now when
destoryed
qol: lights can be mounted on windows
qol: cameras can be mounted on windows
qol: buttons can be mounted on tables
refactor: improved how wall mounts interact with objects as a whole
report bugs on github
/🆑
2025-11-18 22:37:12 -07:00
MrMelbert 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
/🆑
2025-11-18 17:46:25 -07:00
RikuTheKiller 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.
2025-11-13 11:45:36 -06:00
Roxy 71faa643bf Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-12 2025-11-12 16:44:13 -05:00
MrMelbert 5146cfd403 Moves camera update handling to background subsystem, (maybe) fixing lag (#92208)
## About The Pull Request

When a camera update is triggered, it is instead added to a queue on a
background subsystem

An AI entering a camera chunk which is queued to update will force the
update immediately (bypassing the queue)

While the root problem of this is, ultimately, not addressed...

<img width="554" height="58"
alt="467828777-eff3f0e5-49d6-4997-b4d7-05eff6432155"
src="https://github.com/user-attachments/assets/c2d6a5f5-d958-463e-959f-116bd0dab475"
/>

...the change will ultimately prevent update spam from consuming all of
the server's resources - instead allocating updates to the backburner in
times of high server stress (or on multi-z maps)

## Changelog

🆑 Melbert
refactor: Refactored the way camera updates are handled to hopefully
reduce some lag. Report any oddities
/🆑
2025-11-08 01:43:48 +01:00
Roxy d0ca474789 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 2025-11-05 19:43:07 -05:00
tonty 14d2514aa9 [MDB IGNORE] Refactors away /area/station/ai_monitored and its subtypes (with bonus neat repathing) (#93704)
## About The Pull Request

/area/station/ai_monitored's behaviour was isolated into a component,
`/datum/component/monitored_area`, which itself uses
`/datum/motion_group`s to query cameras. Functionally, it (should) work
identically to the old implementation. I'm sure that behaviour could
have been further cleaned up, camera code is quite dreadful, but it's
better to focus on isolating the behaviour first. Baby steps.

Areas that want to opt into monitoring can set `var/motion_monitored` to
TRUE (this approach was taken to make subtyping easier).

The following non-AI areas were changed:
- /area/station/ai_monitored/security/armory ->
/area/station/security/armory
- /area/station/ai_monitored/command/nuke_storage ->
/area/station/command/vault
- /area/station/ai_monitored/command/storage/eva ->
/area/station/command/eva

All other `/area/station/ai_monitored` subtypes were repathed into
`/area/station/ai` and cleaned up in a way that I thought made logical
sense. It is **much** more readable now. For example:

- /area/station/ai_monitored/turret_protected/aisat ->
/area/station/ai/satellite
- /area/station/ai_monitored/command/storage/satellite ->
/area/station/ai/satellite/maintenance/storage
- /area/station/ai_monitored/turret_protected/ai ->
/area/station/ai/satellite/chamber
2025-11-03 11:27:14 -06:00
Aliceee2ch 5540a074e3 Reverse beartrap message fix (#93737)
## About The Pull Request

fixed wrong mob in span message

## Changelog

🆑
fix: Reversed bear trap now correctly displays name of person who put it
on you.
/🆑
2025-11-02 23:37:25 +01:00
Roxy ce509e0ad5 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 2025-10-25 15:49:52 -04:00
SyncIt21 5a31b00b2f [NO GBP]Fixes some wall mounted items & Flaky poster sign CI Failures (#93606) 2025-10-26 06:43:06 +11:00
die 54198986b7 generic device handling sounds (#93536) 2025-10-24 09:42:10 +02:00
Roxy e28e9fbdba Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 2025-10-23 17:38:23 -04:00
SyncIt21 9740c687de General maintenance for wall mounts (#93534)
## About The Pull Request
- Fixes #93392
- Replaces all custom callbacks with call to `deconstruct()`. The
callbacks weren't necessary as it did the same thing as `deconstruct()`
but in an round about way
- Removed duplicate `Initialize()` procs and the params `building` &
`ndir` from all wall mounts. Makes everything cleaner

## Changelog
🆑
fix: wall mounts placed by player now falls off when the wall they are
mounted on is destroyed
code: cleaned up wall mount code
/🆑
2025-10-23 17:26:19 +02:00
Roxy f5815719f5 Fix runtime with empty tape recorders burning (#93479)
## About The Pull Request

`/obj/item/taperecorder/fire_act()` just assumes it has a tape inside
when sometimes it doesn't

## Why It's Good For The Game

Fix runtime
2025-10-18 17:43:19 +02:00
paganiy 9243bcdd3a Bluespace Light Replacer - Broken Bulbs Scanner (#93187)
## About The Pull Request
This PR adds a scanning functionality to the bluespace light replacer
that identifies broken light bulbs within visual range and highlights
them with temporary bluespace firefly markers (sorry for this sprite):


https://github.com/user-attachments/assets/a0f3b2cf-9dde-4888-9ce1-085ed18141d5
## Why It's Good For The Game
Makes finding broken lights in dark areas much less tedious, especially
during station-wide electrical storm.
By making broken light identification easier, this feature encourages
players to actually fix lighting issues rather than ignoring them.
## Changelog
🆑
add: Broken Bulbs Scanner for Bluespace Light Replacer
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2025-10-18 03:23:39 -04:00
Leland Kemble 348789fa8d The Renamening- upgrades UNIQUE_RENAME and moves a lot of renaming implementations under it (#93115)
## About The Pull Request

Moves a lot of the unique renaming implementations described in #82664
to the functions given by the `obj_flag` `UNIQUE_RENAME`.
`UNIQUE_RENAME` has been given new properties to account for
non-standard renaming, these being the `RENAME_NO_DESC` flag that
prevents changing the description, the `nameformat()` and `descformat()`
procs that, when modified, allow for applying naming formats(i.e. "Body
Bag - [input]"), as well as other post-renaming handling such as
changing the name of the output plant of a renamed seed, the
`rename_checks()` proc that allows for unique naming prevention(such as
a locked personal closet), and the `rename_reset()` proc to clean up
other possible renamed variables potentially changed in `nameformat()`
and `descformat()`.

This also adds `/datum/element/tool_renaming` to crayons, which will let
them rename anything that has `UNIQUE_RENAME`. I looked through
everything with that flag, and I didn't see anything that I don't think
should be renameable by a crayon(except things that shouldn't be
renamable with pens), so it shouldn't fuck anything up.

## Why It's Good For The Game

moves all of the non-honorable mentions in #82664 to the same renaming
system, and also moves all of the honorable mentions save for:

- plaques, as they only get renamed once and wouldn't benefit from
`UNIQUE_RENAME` imo
- books, because they're far more than just renaming, and are persistent
- paintings, because they're persistent
- photos, because they're not normal renaming and they're persistent
- endoskeletons, because they're done with a multitool in UI
- cardboard IDs, because they're far more than just renaming

Additionally, this fixes:

- Implanter renaming didn't work because a ! was missing
- Clown borg picket sign renaming didn't work because they didn't use
the correct arguments

This'll make it easier to make renameable objects in the future, as
well.

## Changelog
🆑

fix: fixes implanter renaming not working
fix: fixes clownborg picket sign renaming not working
code: brought most unique renaming implementations under UNIQUE_RENAME

/🆑
2025-10-17 01:56:09 +02:00
Roxy d14e538393 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 2025-10-15 19:34:41 -04:00
EnterTheJake a2c7c8e57b Heretic Antagonist Full Overhaul. (#92119)
## About The Pull Request

Heretic has received a complete overhaul. This PR touches nearly every
aspect of the antagonist. For readability's sake, not every change is
going to be listed in this pull request.

For the full list of changes please refer to the design doc:
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

Code by Me, @Xander3359 and @Arturlang 

TGUI by @Arturlang 

Sprites by OrcaCora and GregorDM

Writing bits by @necromanceranne 

### Core changes

- Cross-pathing has been removed. Main knowledge spells are now
exclusive to their path (for the most part).

- For every main knowledge unlocked (save for the robes and the blade
upgrade), Heretics can choose one option from a draft of 3 random side
knowledges (this is a free point).

- Heretics can now purchase side knowledges from a new tab, the
"Knowledge Shop". Side-knowledges have been divided by tier (Stealth,
Defense, Summons, Combat and Main). Tiers are unlocked as you progress
toward your main path.

- Heretics now gain the grasp and mark upgrade immediately, but their
main knowledge choices cost twice as much (except for the first spell,
the robes and the blade upgrade).

- Path specific robes have been introduced! They come with their own set
of quirks.

- Each Path has received a passive ability. This passive is upgraded
when you first create your robes, and again when you complete the Ritual
of Knowledge.

- Paths have been rebalanced as a result of the removal of cross-path
progression. Cosmic and Moon paths have received soft reworks.

- Upon unlocking the path 2nd level or reaching a total of 8 points
worth of knowledge, Heretics will lose the ability to blade break (and
the limit on blades all together).

- Ascension now automatically calls the shuttle with no possibility of a
recall.

- Late join Heretic has been removed.

### New UI 
<img width="750" height="635" alt="moon path ui"
src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990"
/>


### Knowledge shop

<img width="787" height="669" alt="Knowledge shop"
src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7"
/>




### Quality of life //General balance changes

- Heretics will now gain X-ray vision for a few seconds when nearby an
eldritch essence (this effect has a cooldown).

- Ritual of knowledge now requires 1 uncommon item instead of 2. You may
now use a stunprod instead of a baton to complete the ritual. Beartraps
have been removed from the list of possible reagents.

- The maximum number of possible sacrifices required to ascend has been
reduced from 6 to 5 while the minimum has been upped to 4.

- Codex Cicatrix no longer requires a special pen to be made.

### Passive abilities

- Heretics now start with a passive ability. You can find what it does
on the path info tab after a path has been selected, and what they gain
when upgraded.

- Crafting your first set of Eldritch robes will bump your passive to
level 2.

- Unlocking the 2nd level will subsequently unlock your "Ritual Of
Knowledge"

- Completing the ritual of knowledge or ascending will net you the final
level.

### Path Specific Robes

- Armorer's Ritual is no longer a side knowledge. Each path will have
their own unique version of the ritual. This is placed after the 2nd
spell in the tree.

- Robes can no longer be destroyed by fire and acid, grant t4 flash
protection (Moth Heretics stay winning) and protection against basic
syringes, to bring them on par with other antagonist's armor sets.

- The recipe to craft the robes is now a set of armor/vest, a mask (any
mask will do now, not just gas masks), plus the unique reagent required
for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so
on)

- Wearing the robes as a non-heretic may yield some unfortunate
side-effects.

### Moon Path Rework

Moon path  rework.

Moon Heretics gain immunity to brain traumas and slowly regenerate brain
health. Equipping the moon amulette channels its effects through the
moon blade; making it unblockable and cause sanity damage instead of
brute. Ring leader's Rise now summons an army of harmless clones that
explode when attacked; the explosion briefly stuns non-heretics and
cause sanity and brain damage to them. Moon blade can also now be used
when pacified and Moon spells are no longer blocked by regular anti
magic, only mind magic protection.


**Cosmic Path Rework**

Cosmic path has received the biggest batch of changes alongside Moon.
The path has been dead last in ascension and pickrate (less than 5%) for
almost 2 years. It did gain some popularity over the last few months,
reaching the highest ascension rate in the game (12%) while mantaining a
relatively low pickrate.

Cosmic sits in a weird spot, where pretty much every knowledge
surrounding the path is either mediocre or, in the case of the
ascension, dysfunctional. Yet it has maintained a smidge of relevancy
due to how quickly Cosmic heretics can capture and sacrifice targets
thanks to Star Touch.

As a result, the best course of action would be to rebalance the
entirety of the kit; granting the heretic more tools to manipulate space
and dictate the flow of a fight, while lessening their ability to end a
confrontation by instantly sleeping their opponents.

lastly The Star Gazer is now ghost controlled ; And they shoot lazers!

<img width="636" height="451" alt="gazer gag 3"
src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b"
/>


## Why It's Good For The Game


### Ok...but why do we want this?

Again, if you want my full reasoning, please check my doc
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

To keep it short and concise; Heretic is too complex and unintuitive for
its own good. Too impenetrable for new players and too abusable for
experienced players. This can be chalked up to a lot of poor design
decisions. But ultimately, what I believe being the biggest contributor
to the current status of Heretic is the ability to move into different
paths, also known as "Cross-Pathing".

### Cross Pathing my beloathed.

Cross-pathing, while cool in theory, overcomplicates the antagonist and
overloads them with power. Players dealing with the heretic are
incapable of working out what a given heretic can do. This also leads to
late game heretics having 3 rows Worth of action buttons and virtually
no weakness.

Over the last year, I've often received the understandable but also kind
of unfair accusations of making Heretic too powerful without a clear aim
or purpose.

My goal with the paths I've reworked over the last year (Rust,Void and
Blade) wasn't necessarily to just make them stronger (although that was
also part of the goal, as they were paths that were underperforming),
but for them to have more interactions with the sandbox and to better
live up to the fantasy presented to the player.

If an harbringer of frost gets countered by a cup of coffee, we probably
messed something up.


Unfortunately, the current incarnation of Heretic doesn't really allow
for surgical balance changes to specific paths. Every time a knowledge
gets buffed, we make every path that can easily tap onto that knowledge
stronger by default. It doesn't take a genius to understand why this
system is ultimately unsustainable.

### Blade Breaking

I feel that after a heretic has reached the near peak of their power,
they no longer need the ability to instantly escape any encounter. Check
my doc for my full reasoning.

## Less versatile, more specialized paths.

By removing cross-pathing, we remove a huge maintainability burden from
the antagonist. Paths can now be designed around clearer strengths and
weaknesses. They become easier to balance and less of an headache to
understand for everyone.

It also means we can give paths some needed quality of life quirks
without having to worry how such a change might have a knock-on effect
for other paths.

Ash heretics can finally let loose without dying by their own flames.
Cosmic Heretic can go to space without having to carry a modsuit. Moon
Heretic can use their abilities without fear of one random trauma
ruining their day, and so on.

### What a horrible night to have a curse...., wait how do I curse
people again?

As of right now the heretic tree has quite a hefty amount of trinkets
that pretty much never see use.

Partly because the tree itself is a nightmare to navigate. And partly
because why would anyone set up an elaborate plan or scheme when they
can unleash 2 rows of spell in the span of bunch of seconds.

Heretics mostly gravitate towards powers that push them towards greater,
more potent combat strength. If it doesn't contribute to killing people
quicker, it isn't worth doing for most. And given the opportunity cost
associated for taking those powers, they will remain that way so long as
there are better choices to be poached.

The new draft system encourages Heretics to play more with the tools at
their disposal. If you want to go for a specific combo from the side
path options, you may now do so by tapping into the knowledge shop.

Yes, the shop does include a few knowledges from the other paths. But
these are limited to 1 per path, are very expensive and can only be
unlocked very late into the shift.

## Drip Of the Mansus

The iconic heretic robe is actually sequestered to a side path that is
most easily access by only two paths at a time. Since heretic paths are
being made to be much more specialized, the most obvious way in which
this can be showcased is through an easily
identifiable outfit.

By using the robes, we can both telegraph WHAT heretic you are looking
at, and just how much power they've accumulated and when it is
reasonable to take the kid gloves off and treat them as a genuine
threat. If a heretic is in their
robes, that heretic is now a significantly more prominent danger to the
station.

It also serves as a useful means for gating some of the more powerful
effects of a heretic's path behind the robes, AND enable options for
disarming them of that power should they be captured without making it
something endemic to their mob.

A major problem with heretics is a lack of certainty as to how powerful
they have become. A heretics robes is one of the milestones to help
players dealing with heretics identify that.

### Will this be 100% fair and balanced?

This is a massive overhaul to a pretty complex and bloated antagonist.
I've done my best to show the changes to several maintainers and other
members of the community for their feedback. But at some point we'll
have to see how this behave in the environment to get a feel if
something is over or undertuned. (that's my way of saying, yes this is
likely gonna require a testmerge or two).

What I will say is that I'm not trying to change the core identity of
Heretic.

Heretics should have the upperhand in single encounters early on, be
able to joust a small group of players after they unlock their final
spell, and end the round when they ascend. They're a progression
antagonist. They should retain their payoff as well as pose a danger as
they grow stronger.

But if more players feel like they are more reliably able to play the
antagonist in more varied and interesting ways, rather than the
antagonist largely existing as a measuring stick for 'robustness' due to
its elitist design philosophy, then the rework has been a success. There
should be something for
everyone in the antagonist, as is true for all of our antagonist roles.
2025-10-15 22:34:51 +00:00
Xander3359 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
2025-10-12 22:40:42 -05:00
Ghom f72eb75a6f Handcuffs can now be used to bind certain items (briefcases, toolboxes, etc.) to your hand. (#93305)
## About The Pull Request
Technically, this PR introduces the cuffable_item element and the
cuffed_item status effect and their relative code.

In more player-friendly terms, this allows the ability to use handcuffs
to bind certain items to your hands by right-clicking it with a pair of
handcuffs in your active hand. This makes the item unable to be dropped,
for better or worse, until you or someone else remove said cuffs. And
no, this doesn't conflict with the ability to be handcuffed if you're
silly enough to think that.

There are more than one way to remove the cuffs. For the player with the
item cuffed to their hand, to remove the cuffs they can either click the
status alert, or examine the item and click the relative hyperlink. The
second option is good to have if for some reason the status alert
doesn't show up (too many alerts etc.).

For other people, they can remove the cuffs by opening the strip
inventory menu (the one you open by click-dragging the sprite of person
with the item onto yours). It's an alternative action specific to this
status effect (therefore only held items). Until the cuffs are removed,
trying to remove the item **directly** will bring you nowhere **because
the item is stuck to their hands**, duh. Alternatively you can just chop
their arm off. You do what you do.

For a list of items that can be bound with cuffs (suggestions welcome):
- briefcases
- toolboxes
- lockboxes
- first aid kits
- shields (they generally have handles and all. gameplay-wise they
already take away one hand slot to use. Using cuffs seals the deal: no
swapping items on the go, so no two-handed weapons, but you won't drop
the shield until it's broken)
- jerrycans (Kryson's suggestion)
- soup pots (ditto, kinda weird)
- coffee mugs, and the mauna mug (ditto)
- buckets
- plushes (silly stuff, if you ever want to arrest a plush or test the
feature)
- pet carriers
- mining drills
- swords with closed guards (ERT chainsaw-sword, cap's sabre, parsnip
sabre, cutlass, e-cutlass...)
- crutches and the white cane
- baskets
- flashlights and lamps (not subtypes like flares, glowsticks and
torches)
- TTVs
- chairs

## Why It's Good For The Game
This opens up for some emergent use for handcuffs beside people (or
prisoner shoes). Inspired by a scene of some 1998 action movie, where
one of the bad guys had the mc guffin briefcase latched to his wrist
with a pair of handcuffs.

Codewise, it was also a reason to refactor bits of code like handcuffs
and screen alerts slightly. On a sidenote, actual sprites for
cult/heretic shackles.

## Changelog

🆑
add: You can now bind certain items like briefcases, toolboxes, medkits,
shields, jerrycans etc. to your hand with a pair of handcuffs,
preventing them from being dropped. You can remove said binds at any
time unless incapacitated, and so can others through the strip inventory
menu.
qol: The appearance of a screen alert now updates if the object it
represents (like, an item offered by another player) changes appearance.
imageadd: The shadow shackles item (from cult magic and heretic
sacrifices) now has its own icon.
/🆑
2025-10-07 05:24:20 -06:00
Tim cfbae07813 Fix admin debug gps to be toggable and reset the affected turfs (#93226)
## About The Pull Request
This fixes the admin debug gps tool so that it must be turned on to
activate. (it spawns off now) Also when it is toggled on/off, it resets
the colored turfs to their initial state.

## Why It's Good For The Game
When someone would equip the admin outfit, the debug gps would start
processing immediately, despite it not being in your hand, or even
turned on. This adds some restrictions so that you have to manually
activate it and allows the turfs to reset.

## Changelog
🆑
fix: The admin debug gps is now turned off by default and toggling it
will reset the affected turfs.
admin: Equipping the admin outfit will no longer automatically trigger
the debug gps effect.
/🆑
2025-10-06 21:43:25 -06:00
xPokee 8aa39b75f0 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-10-04 05:28:09 -04:00
Krysonism 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.
/🆑
2025-10-04 05:01:26 +02:00
xPokee b308ee9d78 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-24 10:13:01 -04:00
MrMelbert 4a618934e9 Removes message arg from Hear, free performance (#93020)
## About The Pull Request

The first argument of `Hear` is `message`, the message heard

OR SO YOU'D THINK

Actually the first argument doesn't do anything but get overridden by
ALL implementations of `Hear`

No other uses as far as I and Ephe can tell. Removing it makes it a ton
easier to understand and gives us some free performance in radio code by
not rendering messages twice

## Changelog

🆑 Melbert
code: Removed some redundant code from core hearing code. Report if you
hear anything weird.
/🆑
2025-09-20 12:29:40 +02:00
Pink 0ebdc63352 Cyborgs can use intercomms (#93024)
## About The Pull Request
Fixes Cyborgs not being able to interact with station intercoms Ai and
Humans
## Why It's Good For The Game
Seems like a bug no? Silicon Remote interaction should be the same for
Ai and Cyborgs.
## Changelog
🆑
fix: Intercomms work for Cyborgs
/🆑
2025-09-20 04:12:26 +02:00
SimplyLogan 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>
2025-09-20 01:53:42 +02:00
xPokee 9b282a850e Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-17 11:45:44 -04:00
Ghom 56b75431d5 clocks are a little more beautiful (improve area beauty value) (#92966)
## About The Pull Request
This PR gives table and wall clocks the beauty element.

## Why It's Good For The Game
These are furnitures that might make the room a smidge prettier.

## Changelog

🆑
balance: Clocks, both mounted or tabletop, now improve room's beauty a
little.
/🆑
2025-09-16 00:01:30 +10:00
OrionTheFox 1d97051b6e Removes a ton of obsolete or unused skyrat icon overrides (#4661)
## About The Pull Request

Not much more to say summary-wise. It does as the title says.

The PR was done commit-by-commit so it should be easy to undo anything
that for some reason wants to be kept.

Comparisons are in Proof of Testing.

<details><summary>Full Change List</summary>

- **Removed overwrites in favor of TG icons:**
- - Airlock Machines (Atmos Buttons)
- - Extinguisher Cabinets
- - Experimentor
- - Buckets
- - Deep Fryer
- - Food Processor
- - GPS
- - Analyzer
- - T-Ray Scanner
- - Geiger Counter
- - Plumberer (This was only a slight green tint on the service one.)

- **Removed unused code/icons** (Due to being identical to TG or already
commented out)
- - Cameras
- - Air Alarms (Also updated light color for these)
- - Doublebeds/Doublebed sheets
- - Gibber
- - Coffeepot
- - _Unreached, duplicate TG icons in all touched files (This just
wastes space and server load)_

- **Other assorted changes:**
- - Resprites the Heavy Crowbar to match other crowbar overwrites
- - 'Resets' Status Display overwrite, updating the TG base-icons for
standard alerts while maintaining modular alerts + a few overwritten
icons
- - Fixes some modular AI screens not staying stationary as they should
- - _**Removed a few other entirely-unused and never-used icon files.
Namely some biohaz suits.**_

</details>


## Why It's Good For The Game

**For still-functional overwrites that were removed:**
TG has updated all of these, and all of them match each other. 
The wallmounts are consistent with the ones already in use here (i.e.
bounty boards), the machines with other machines in use (i.e. the
kitchen equipment).... this same argument applies to all of them.
They're all up-to-date, they're all vast improvements over what they
were pre-overwrite, and they all are intended to work with each other.
There's no need to keep the hodgepodge of overwrites taken from
different places and sprite styles. The 'outdated sprites' they replaced
are no longer outdated.

**For the rest:**
Sprite and code maintenance! Removing overwrites that are no longer in
use and unused icons that are taking up space

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

Yea dis shi works

<img width="130" height="84" alt="image"
src="https://github.com/user-attachments/assets/8744a8aa-a44b-4564-84f1-5df73f4fcbd2"
/>
<img width="336" height="222" alt="image"
src="https://github.com/user-attachments/assets/6cfecd82-52f1-481d-85f9-7a1a3c0a72f8"
/>

And yes I went through all the alert icons
<img width="87" height="91" alt="image"
src="https://github.com/user-attachments/assets/9abba158-fb1f-4416-b36d-7b91f440e7c5"
/>



</details>

---

<details>
<summary>Comparisons (New | Old)</summary>


**Extinguisher Cabinets**
<img width="344" height="124" alt="image"
src="https://github.com/user-attachments/assets/1e6843ea-132b-49cd-9aad-aa9a0709d1c1"
/>

**Atmos Buttons** (Yes, half of them are already updated on Master)
<img width="190" height="68" alt="image"
src="https://github.com/user-attachments/assets/a92423ff-4a59-426f-8f01-d0f7f4c62e1a"
/>

**Fryer** (TG one includes animations! The baskets go in when there's
actually something frying!)
<img width="264" height="167" alt="image"
src="https://github.com/user-attachments/assets/c6befcf1-0801-4a22-9bd7-79e479cb29f8"
/>

**Processor**
<img width="175" height="99" alt="image"
src="https://github.com/user-attachments/assets/7db37b9d-83fa-48d1-bfd3-2b61c7053f23"
/>

**Experimentor**
<img width="294" height="92" alt="image"
src="https://github.com/user-attachments/assets/a58a5fef-a352-44c7-b086-0faad7a3cb0a"
/>

**Buckets**
<img width="227" height="62" alt="image"
src="https://github.com/user-attachments/assets/f197894d-48a2-48c4-8df3-cbd209ff13d2"
/>

**GPS**
<img width="243" height="126" alt="image"
src="https://github.com/user-attachments/assets/839c9943-1779-400e-a82e-32285febcadd"
/>

**Plumber**
<img width="261" height="82" alt="image"
src="https://github.com/user-attachments/assets/185c8f11-53ed-4dff-a42b-3f44288fb2c4"
/>

**Status Display**
<img width="169" height="232" alt="image"
src="https://github.com/user-attachments/assets/74e60269-6b18-4ce8-975f-6b8b1308ab7f"
/>

**Geiger Counter**
<img width="322" height="75" alt="image"
src="https://github.com/user-attachments/assets/f224e239-74f2-47dc-bce7-e22e6403afbb"
/>

**T-Ray**
<img width="120" height="114" alt="image"
src="https://github.com/user-attachments/assets/1c3fbbfc-ff13-41c9-9544-874c0dee15e5"
/>

**Analyzers**
<img width="258" height="64" alt="image"
src="https://github.com/user-attachments/assets/176cfa35-f01a-4323-a398-76c5f21d1398"
/>

</details>

## Changelog
🆑
image: removed a lot of no longer needed or already-unused icon
overrides from the Skyrat era
fix: fixed some jittering in AI status display icons
/🆑
2025-09-14 01:09:13 -07:00
FalloutFalcon d2f34e33be moves abstract_type up to datum, spawners wont spawn them (#92909)
## About The Pull Request
moves all implementations (im aware of) for "Im a parent type dont spawn
me please" to the datum layer to standardized behavior
adds a standerized proc for filtering out "bad" items that we dont want
spawning. applies to it the subtype vendor, gifts, and a new spawner and
mystery box for a random gun (neither playerfacing)
"port" of https://github.com/shiptest-ss13/Shiptest/pull/4621



https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa

small warning: I dont have EVERY abstract type defined right now but,
ive done a good enough job for now. Im tired of data entry rn
## Why It's Good For The Game
standardizing behavior. Might be a micro hit to performance however

having this lets us not rely on icon state to determine whether
something is a parent type and makes it much easier to tell something is
a parent type (could be applied further to things like admin spawning
menus and things like that).

need feedback on if this is actually good for the game.
## Changelog
🆑
add: Soda cans show up in the silver slime drink table.
add: Examine tag for items that are not mean to show up ingame.
refactor: Standardizes how gifts rule out abstract types.
fix: gifts no longer check if something has an inhand, massively
expanding the list of potential items.
/🆑
2025-09-13 00:36:15 +02:00
MrMelbert 7c0973ccf4 Refactors names and voices / potted plants no longer conceal voice (just appearance) / honorifics show on examine (#92781)
## About The Pull Request

Closes #92778
Closes #86829

<img width="347" height="39" alt="image"
src="https://github.com/user-attachments/assets/c50bd1ff-8c00-47a7-a31a-617fae2adc5b"
/>

1. Splits `TRAIT_UNKNOWN` into `TRAIT_UNKNOWN_APPEARANCE` and
`TRAIT_UNKNOWN_VOICE`

2. Renames some stuff like `getvoice` and `getspecialvoice`

3. Gets rid some crummy signals around `get_visible_name` and
`get_voice`

4. Heads now apply the disfigured trait when relevant (rather than
snowflake checking for damage amount)

5. Ling voice refactored into using special voice (it was only used by a
viro symptom anyways; I don't anticipate this overlap being problematic)

6. Mask voice changer refactored into a trait

## Why It's Good For The Game

Potted plants shouldn't have magical voice concealing powers -
especially not over radio, but not over in person either. It's a damn
plant

So I addressed this by refactoring our face and voice system. Overall
things should be a lot cleaner and easier to use.

## Changelog

🆑 Melbert
refactor: Refactored a lot of code relating to human face and voice, ie,
what shows up in examine and in say. Report anything odd when examining
people, with ID cards, when talking over radio, or when disguised
refcator: Refactored how you get disfigured when your head's super
damaged
refactor: Refactored ling mimic voice and traitor voice changer
del: Potted plants no longer hide voice. They still hide appearance,
though
qol: Honorifics now show in examine / in world, rather than only when
speaking.
/🆑
2025-09-12 17:11:06 +02:00
OrionTheFox 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>
2025-09-10 23:10:08 +02:00
xPokee 939f2fc9ac Merge branch 'master' of https://github.com/tgstation/tgstation into xpokee-test-upstream-sync 2025-09-10 14:12:16 -04:00
nikothedude 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
2025-09-09 23:24:54 -04:00
nikothedude 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>
2025-09-08 13:31:21 +12:00
John Willard f8186a7db3 Adds a furnace that grants space protection to nearby people (#92342)
## About The Pull Request

##### Code bounty for holinka4ever

Adds a furnace equippable to the back slot, which when active (it is a
lamp), will form a bubble of space protection, affecting the user and
people nearby, and will last 5 minutes before it dissipates and needs to
be re-formed. This item requires a pyroclastic anomaly core to activate,
while the bubble itself can only be formed in pressurized environments.
It's researchable in the Anomaly technology node.

The downsides of the item is it requires 2 hands to hold, can't be
inserted into storage items (as it's bulky), can only be equipped to the
bag slot, and has slowdown while on, which only affects you when you're
in gravity anyways.

## Why It's Good For The Game

The pyro anomaly is currently one of the more useless anomaly cores, not
even getting a unique reactive armour variation. This hopefully gives it
some purpose as a good tool to keep people alive in a spaced area at a
good cost to the user. This is an item that shouldn't be overpowered,
but also isn't just a selfish tool- when someone's crafting this item
it's specifically aiming to help people, which I think is a benefit.

## Changelog

🆑 JohnFulpWillard, sprites by PopLop
add: Added a new pyroclastic anomaly locked item, the Space Furnace.
Grants space immunity to people nearby while active.
/🆑
2025-09-07 21:04:47 -04:00
nevimer 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
2025-09-07 00:37:52 -04:00
Y0SH1M4S73R f8511ea227 You can install B.O.R.I.S. in circuits with MMI components (+other MMI component changes) (#92002)
## About The Pull Request

This PR adds the ability to install a B.O.R.I.S. in a circuit that
contains an MMI component. These circuits can then be remotely connected
to by an AI by clicking on them or anything they are inside of. To
indicate that a circuit allows remote AI connection, an indicator is
given to the circuit and anything containing it.

Additionally:
- Refactors the MMI component to use `item_interaction`, since it was
pertinent.
- You cannot insert an MMI/B.O.R.I.S. into a locked circuit.
- You can no longer hotswap MMIs/B.O.R.I.S.es - you must manually eject
the inserted one.

Let me know what changelog labels I should use for the hotswap removal
and the prevention of insertion into locked circuits.

## Why It's Good For The Game

If you can put an MMI or posibrain in a circuit, why not allow an AI to
use it using a B.O.R.I.S.?

## Changelog

🆑
add: B.O.R.I.S.es can be installed inside of integrated circuits with
MMI components, allowing an AI to remotely interface with them the same
way an MMI or posibrain could.
refactor: The MMI component now uses item interaction behavior for
inserting MMIs/B.O.R.I.S.es.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-09-03 23:25:50 -07:00
MrMelbert 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
/🆑
2025-09-02 18:57:41 -07:00