## 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
High frequency blades, both null rod variant and admeme variant, can
block mech melee attacks. For the former, that is the only thing it can
block. Great if you're fighting a lot of mechs as a chaplain I guess.
And you're also really committed to the bit.
Weapons that were vibro subtypes are now claymore subtypes. The only
difference here is that they now have 30% block instead of 35% AP.
Null rod high frequency blades are now two-handed. This mostly
determines force changes (10 unwielded, 18 wielded), and mech attack
block chances.
Mech melee attacks respect block...assuming the blocking source can even
block the attack in the first place. Currently, the few sources that can
block/avoid mech attacks are;
- high frequency blades
- energy katanas
- Those staff nullrods (its a holy force field, iunno)
- wizard modsuit shield (and it will eat literally every single charge
it has to do that)
- Sleeping Carp evasion (and only at half the possible chance)
- CQC defense mode (themed as dodging the attack, and also halved)
- probably something I overlooked when I implemented OVERWHELMING_ATTACK
originally and have overlooked here as well.
Just think 'could this help avoid being hit by a road roller being
dropped on you' and go with your gut as to whether or not it is
appropriate if you spot something in the wild that seemingly can block a
mech.
## Why It's Good For The Game
> High Frequency Blade
I wanted to elevate the meme and that is as deep as this goes. Also I
wanted to make this two-handed, much like the true version.
The only thing it is lacking is the cool attack functionality, but I'll
be damned if I can get that to work in a sensible fashion for a crew
weapon...
> Vibro subtype
A lot less of these than I thought. And most of them seemed more
appropriate as claymore types anyway.
> Mech Block
I seeded this previously by making mech clamps respect block. I've now
come back to fully implement it in order to facilitate MGR memes.
For the most part, mechs should still enjoy being largely unblocked by
most sources, even from things like operative suit shields, and
certainly not from actual shields (which I've stripped the ability to
block the attack from entirely) and melee weapons.
The sources that can block them do so poorly. Or, in the case of the
high frequency blade, very well and that's pretty much the only thing it
IS good at blocking.
## Changelog
🆑
balance: High frequency blades (both null rod and admin versions) are
able to block melee attacks from mechs.
balance: High frequency blade null rods are now two-handed weapons.
balance: Mech melee attacks can be blocked or avoided by a few rare
sources.
/🆑
## 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
Increase Captain's Sabre damage (15 -> 20).
For reference, a toolbox deals 13 (*unarmored).
## Why It's Good For The Game
- Captain's Sabre deals 15 Brute - unarmored comparison: miner's
survival knife(15), chaplain's base nullrod(18)/chap claymore(18+30%
block), craftable spears (18-21), vibro(18+35% AP) - Not including the
sabre's assistant buff 'bane effect'.
- Exclusive one-time item, given to the most important person, Captain.
It's supposed to be a sharp, scary sword.
- Little reason to use as a melee for it's damage. Usually just used as
off-hand blockchance, since it's damage is too low.
- Bulky, requiring you to take up your whole belt (and the special
sheathe alongside it).
- Git blame: The base damage has been left untouched for I believe 9
years (/ever since it came out).
- There is a craftable sub-variant of the captain's sabre, although a
meme, this is the 'powercrepe' - it's damage is comparable to an
Esword(30), double that of the Sabre's 15. It also has increased armor
penetration and block chance.
- Melee is always risky (stun territory), and requires a high skill cap.
Should be rewarded for opting into into this playstyle.
- Sabre suffers melee cooldown. For a sword with such status, it
currently takes too long to be effective in practice.
## Changelog
🆑 ArchBTW
balance: Increase Captain's Sabre damage [15->20]
/🆑
---------
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
## 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.
/🆑
## About The Pull Request
Most contributors do not know or forget that we also have action speed
modifiers (which are a tremendous copypasta tbh) and not just move speed
modifiers. This is probably just another example of this.
Also the item had an unused variable, no context tips and didn't have an
attack animation, a balloon alert or a chat message when performing the
action, only a whip sound.
Also gave the chain of command its own file.
## Why It's Good For The Game
I think it makes sense for the chain of command to hasten someone in
ways other than just running one's legs. Also it's kinda more effective
at boosting action speed because `do_after` actions are not as frequent
as moving the mob in any direction at all.
## Changelog
🆑
balance: The secondary action of the chain of command (the chained whip)
also boosts action speed and not just move speed.
qol: The chain of command now has contextual tip for its secondary
action, and plays the whip attack animation when it's done.
/🆑
## 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/4621https://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.
/🆑
## About The Pull Request
The Chain of Command can now hasten other mobs when right-click
attacked.
https://github.com/user-attachments/assets/b6c2185e-0edb-45d5-a015-3c7e0a684ffc
It's not a very ample speed boost, but it's enough to make it worth
taking into battle if you have friendlies to buff. Lasts 7 seconds.
Refreshes on hit. You cannot whip yourself.
This only applies to the Chain of Command, not whips nor tailwhips.
There's only one of these bad boys on the station. Use it well.
## Why It's Good For The Game
The chain of command is nice as a ceremonial weapon, but it doesn't
actually see any use in combat. Ever.
Instead of just making it do more damage (boring), I wanted to make it a
support tool. The captain (its owner) should usually be in the backlines
of a fight, after all.
Support tools gives less combat-focused players (or pacifists) a way
contribute meaningfully to a team fight (nukies, revs). Not equipped to
fight the blob with the rest of the team? You can use this to buff your
allies without putting yourself within the blob's reach.
<details>
<summary>The EVIL secret reason I think it's good for the
game...</summary>
It gives people some mechanical incentive to steal the chain of command
for once >:)
</details>
## Changelog
🆑 Rhials
balance: The Chain of Command will give a speed bonus to other players
when right-clicking them.
/🆑
(cherry picked from commit 70d36ada20)
## About The Pull Request
The Chain of Command can now hasten other mobs when right-click
attacked.
https://github.com/user-attachments/assets/b6c2185e-0edb-45d5-a015-3c7e0a684ffc
It's not a very ample speed boost, but it's enough to make it worth
taking into battle if you have friendlies to buff. Lasts 7 seconds.
Refreshes on hit. You cannot whip yourself.
This only applies to the Chain of Command, not whips nor tailwhips.
There's only one of these bad boys on the station. Use it well.
## Why It's Good For The Game
The chain of command is nice as a ceremonial weapon, but it doesn't
actually see any use in combat. Ever.
Instead of just making it do more damage (boring), I wanted to make it a
support tool. The captain (its owner) should usually be in the backlines
of a fight, after all.
Support tools gives less combat-focused players (or pacifists) a way
contribute meaningfully to a team fight (nukies, revs). Not equipped to
fight the blob with the rest of the team? You can use this to buff your
allies without putting yourself within the blob's reach.
<details>
<summary>The EVIL secret reason I think it's good for the
game...</summary>
It gives people some mechanical incentive to steal the chain of command
for once >:)
</details>
## Changelog
🆑 Rhials
balance: The Chain of Command will give a speed bonus to other players
when right-clicking them.
/🆑
## About The Pull Request
If you use the mech clamp offensively, it actually performs an attack
animation and sound, and properly checks armor and block. It only deals
brute damage.
As a consequence of these changes, it actually logs attacks made against
mobs that die when gibbed.
Also, xenos take x3 damage from the clamp.
## Why It's Good For The Game
This is a pretty sinister kind of attack, as it is completely silent
except for throwing a warning into chat, and can be done even in a large
crowd of people. Someone who isn't aware that the clamp can be used this
way may not even understand what is happening before it is too late.
> block check
While mech melee doesn't normally check block, this is an improvised
attack on a non-combat mech. I think it should stay a bit weak compared
to a proper mech melee in most ways and have some additional
limitations.
> Xenos
I thought this was already a thing. It's thematically on point, no?
## Changelog
🆑
balance: Mech hydraulic clamps perform an attack animation and sound
when attacking mobs.
balance: Mech hydraulic clamps can be blocked and respect armor.
balance: Mech hydraulic clamps do triple damage to xenomorphs.
/🆑
(cherry picked from commit fb9824a401)
## About The Pull Request
If you use the mech clamp offensively, it actually performs an attack
animation and sound, and properly checks armor and block. It only deals
brute damage.
As a consequence of these changes, it actually logs attacks made against
mobs that die when gibbed.
Also, xenos take x3 damage from the clamp.
## Why It's Good For The Game
This is a pretty sinister kind of attack, as it is completely silent
except for throwing a warning into chat, and can be done even in a large
crowd of people. Someone who isn't aware that the clamp can be used this
way may not even understand what is happening before it is too late.
> block check
While mech melee doesn't normally check block, this is an improvised
attack on a non-combat mech. I think it should stay a bit weak compared
to a proper mech melee in most ways and have some additional
limitations.
> Xenos
I thought this was already a thing. It's thematically on point, no?
## Changelog
🆑
balance: Mech hydraulic clamps perform an attack animation and sound
when attacking mobs.
balance: Mech hydraulic clamps can be blocked and respect armor.
balance: Mech hydraulic clamps do triple damage to xenomorphs.
/🆑
This is a big one so please bear with me, wounds are complicated
We've decreased the max contributed damage to wound rolls from 35 to 25.
This results, after the exponent, a max possible wound roll of 1 to 91
before any modifiers (assuming the attack, after armor, is 25 or above).
The minimum value to wound is still 5.
Most wounds were contributing significant numbers per wound type to the
potential for a new wound to occur. Getting wounded once meant you were
getting wound a lot, but actually getting past that first wounding may
be the tricky part.
We have significantly reigned in the wound penalty that having a wound
contributes, and instead utilize the series wound penalty to allow same
type wounds to escalate themselves faster as a priority. Having wounds
still makes you more wound vulnerable, just not to such an extreme
degree.
The priority here for what wounds matter most for contributing to
overall wounding vulnerability is ``Infected BURNS > BURNS >
SLASH|PIERCE > BLUNT.``
Wound armor, unlike all other kinds of armor, was used as a additive
value to the wound roll modifiers rather than a multiplicative value.
We have reworked how wound armor is determined by changing how wound
modifiers are calculated.
Firstly, we're passing our entire injury roll into the
``check_woundings_mod()`` proc, as we're not treating this as a proc
that just adds values anymore.
Secondly, bare wound bonus only applies if there is no potential wound
protection from any source, as expected. But it comes last in the
calculations.
Thirdly, wound protection is applied to the injury roll last, after
wound bonuses from the attack, wound bonuses from other wounds and wound
bonuses from a disabled limb are applied. This does not include serial
wound bonuses, which are determined outside of this proc.
Wound protection comes from two sources. Clothing and limb wound
resistance. Your chest and head have an amount of wound resistance so
long as they are not mangled in any fashion. Being mangled means having
either a hairline fracture or a weeping avulsion wound.
Wound protection reduces the final injury roll by a percentage. Say our
roll is 50, and we have effectively 50% wound protection. The final roll
would be 25.
~~Most clothing have had their wound armor values changed. As a loose
rule, I used the highest of melee or bomb armor, except where that value
was 100, in which case I used the lowest instead. I'm basing this
decision on how embeds are calculated, which is attack type agnostic.~~
~~Some armor have inconsistent values because they are alternative
armors to an existing armor type or are hyperspecialized armor.
Ablative, bulletproof and security vests all share a value of 35,
despite the former two not having decent melee or bomb armor.~~
~~Some clothing missing wound armor that should have had them now have
wound armor.~~
~~This may need a bit of scrutiny in case one or two seem weirdly high.
Some have maybe become too low. Its a bit hard to say.~~
I changed it to ``exposed_wound_bonus`` to better represent when it
applies. You can be naked and still not be affected by this bonus if the
limb has wound resistance.
I'm not promising anything with this PR, but this is an attempt to
sanity check the values on wounds so that we're not seeing what the data
that determined the removal of beheading presented. An extreme
over-representation of tier 3 wounds. ~~And, from that, maybe I can
argue for beheadings coming back. That's my goal. I think beheadings
happened so much because the numbers were in need of work.~~ Well okay I
just wanna make wounds a bit more workable actually more than I want
beheadings.
Why is it that tier 3 wounds were so over-represented? Because wounds
will often force more severe wounds of other types by merit of any
wounds existing at all on a limb. Having **_a_** wound makes you more
wound prone for any kind of wound, and not just making you more likely
to suffer a more severe type of the same wound.
The threshold mechanic was intended to simulate making a wound worse,
but oddly just made a limb broadly more prone to getting worse from any
kind of attack to such a degree that future wound rolls of different
types were often going to start at the threshold necessary to be a tier
3 wound.
Dismemberment, mind you, requires you to suffer a flesh wound while you
have a bone wound of tier 2 or higher (with tier 3 giving a bonus to
this). You can do this readily via just a sharp weapon, because having a
mangled limb causes the wound to turn into a bone wound. Technically,
this is meant to be less likely as the effective damage for this wound
is halved. But the wound bonus from having a flesh wound was almost
always significant enough to kick your new bone wound up to a tier 3.
In other words; its not surprising that you saw so many beheadings,
because the system wanted to behead you as fast as it possibly can
thanks to all these escalating values.
Wound armor was only applied as a flat reduction on the roll. The
average for wound armor was 10. After receiving a single wound, you can
expect wound rolls to reach upwards of 100, even if the actual damage
roll was not particularly high, due to wound stacking bonuses form being
wounded.
This meant that wounds, if they happened, came thick and fast after the
first, regardless of what your protection might be to wounds. It was
just a matter of getting past the initial bump.
This is why effects that forced wounds were so powerful. They basically
made a given limb more prone to taking a wound without having to deal
with the protection problem first.
Finally, this is just a broad flaw with the system that is not its
fault. It is actually a problem that isn't a problem. Most people in the
game are not wearing helmets that protect their head. So most people are
going to suffer from a higher proclivity of being wounded if people are
aiming for the head. There is this...kind of cargo cult belief that
aiming for the head means you do more damage, or can stun someone if
you're lucky or what have you. It's entirely nonsense, but it has a
grain of truth in that people rarely wear, or even have access too,
headwear that provides wound protection or any protection at all. People
have jumpsuits, which are universally wound protected, but that isn't
true of the head. Look, the point is, they're not aiming at the head
because it is usually less armored, its for other reasons but it just so
happens to become true due to wounds and how wounds roll their type.
To soften this issue, I've decided to treat wound resistance as armor
until the limb suffers a tier 3 wound. This way, hits to the head MAY
not necessarily escalate to tier 3 instantly as they would on live even
from relatively low power weapons. Some weapons have very low force, but
have extreme bare wound bonuses. This should be less likely after this
change. I doubt this will necessarily make high damage high wound
weapons like energy swords any less prone to cutting you clean open, but
it might thanks to the reduction to contributed damage to the injury
roll. The system is now _a bit more random_.
🆑
balance: Wounds do not make you as vulnerable to suffering wounds of all
types as before. Instead, wounds make you more vulnerable to suffering
worse versions of themselves as a priority.
balance: Wound armor is now more impactful when protecting you from
wounds when you have already been wounded.
balance: Your head and chest are more difficult to wound until they have
been mangled; either from suffering from a weeping avulsion or a
hairline fracture.
code: Changed the variable for bare_wound_bonus to exposed_wound_bonus
to better explain what that variable is doing.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
## About The Pull Request
This is a big one so please bear with me, wounds are complicated
### Max Potential Wound Rolls
We've decreased the max contributed damage to wound rolls from 35 to 25.
This results, after the exponent, a max possible wound roll of 1 to 91
before any modifiers (assuming the attack, after armor, is 25 or above).
The minimum value to wound is still 5.
### Wound Escalation Penalties
Most wounds were contributing significant numbers per wound type to the
potential for a new wound to occur. Getting wounded once meant you were
getting wound a lot, but actually getting past that first wounding may
be the tricky part.
We have significantly reigned in the wound penalty that having a wound
contributes, and instead utilize the series wound penalty to allow same
type wounds to escalate themselves faster as a priority. Having wounds
still makes you more wound vulnerable, just not to such an extreme
degree.
The priority here for what wounds matter most for contributing to
overall wounding vulnerability is ``Infected BURNS > BURNS >
SLASH|PIERCE > BLUNT.``
### Wound Armor
Wound armor, unlike all other kinds of armor, was used as a additive
value to the wound roll modifiers rather than a multiplicative value.
We have reworked how wound armor is determined by changing how wound
modifiers are calculated.
Firstly, we're passing our entire injury roll into the
``check_woundings_mod()`` proc, as we're not treating this as a proc
that just adds values anymore.
Secondly, bare wound bonus only applies if there is no potential wound
protection from any source, as expected. But it comes last in the
calculations.
Thirdly, wound protection is applied to the injury roll last, after
wound bonuses from the attack, wound bonuses from other wounds and wound
bonuses from a disabled limb are applied. This does not include serial
wound bonuses, which are determined outside of this proc.
Wound protection comes from two sources. Clothing and limb wound
resistance. Your chest and head have an amount of wound resistance so
long as they are not mangled in any fashion. Being mangled means having
either a hairline fracture or a weeping avulsion wound.
Wound protection reduces the final injury roll by a percentage. Say our
roll is 50, and we have effectively 50% wound protection. The final roll
would be 25.
### ~~Wound Armor on Clothing~~ Reverted
~~Most clothing have had their wound armor values changed. As a loose
rule, I used the highest of melee or bomb armor, except where that value
was 100, in which case I used the lowest instead. I'm basing this
decision on how embeds are calculated, which is attack type agnostic.~~
~~Some armor have inconsistent values because they are alternative
armors to an existing armor type or are hyperspecialized armor.
Ablative, bulletproof and security vests all share a value of 35,
despite the former two not having decent melee or bomb armor.~~
~~Some clothing missing wound armor that should have had them now have
wound armor.~~
~~This may need a bit of scrutiny in case one or two seem weirdly high.
Some have maybe become too low. Its a bit hard to say.~~
### The ``bare_wound_bonus`` variable
I changed it to ``exposed_wound_bonus`` to better represent when it
applies. You can be naked and still not be affected by this bonus if the
limb has wound resistance.
## Why It's Good For The Game
I'm not promising anything with this PR, but this is an attempt to
sanity check the values on wounds so that we're not seeing what the data
that determined the removal of beheading presented. An extreme
over-representation of tier 3 wounds. ~~And, from that, maybe I can
argue for beheadings coming back. That's my goal. I think beheadings
happened so much because the numbers were in need of work.~~ Well okay I
just wanna make wounds a bit more workable actually more than I want
beheadings.
Why is it that tier 3 wounds were so over-represented? Because wounds
will often force more severe wounds of other types by merit of any
wounds existing at all on a limb. Having **_a_** wound makes you more
wound prone for any kind of wound, and not just making you more likely
to suffer a more severe type of the same wound.
The threshold mechanic was intended to simulate making a wound worse,
but oddly just made a limb broadly more prone to getting worse from any
kind of attack to such a degree that future wound rolls of different
types were often going to start at the threshold necessary to be a tier
3 wound.
Dismemberment, mind you, requires you to suffer a flesh wound while you
have a bone wound of tier 2 or higher (with tier 3 giving a bonus to
this). You can do this readily via just a sharp weapon, because having a
mangled limb causes the wound to turn into a bone wound. Technically,
this is meant to be less likely as the effective damage for this wound
is halved. But the wound bonus from having a flesh wound was almost
always significant enough to kick your new bone wound up to a tier 3.
In other words; its not surprising that you saw so many beheadings,
because the system wanted to behead you as fast as it possibly can
thanks to all these escalating values.
Wound armor was only applied as a flat reduction on the roll. The
average for wound armor was 10. After receiving a single wound, you can
expect wound rolls to reach upwards of 100, even if the actual damage
roll was not particularly high, due to wound stacking bonuses form being
wounded.
This meant that wounds, if they happened, came thick and fast after the
first, regardless of what your protection might be to wounds. It was
just a matter of getting past the initial bump.
This is why effects that forced wounds were so powerful. They basically
made a given limb more prone to taking a wound without having to deal
with the protection problem first.
Finally, this is just a broad flaw with the system that is not its
fault. It is actually a problem that isn't a problem. Most people in the
game are not wearing helmets that protect their head. So most people are
going to suffer from a higher proclivity of being wounded if people are
aiming for the head. There is this...kind of cargo cult belief that
aiming for the head means you do more damage, or can stun someone if
you're lucky or what have you. It's entirely nonsense, but it has a
grain of truth in that people rarely wear, or even have access too,
headwear that provides wound protection or any protection at all. People
have jumpsuits, which are universally wound protected, but that isn't
true of the head. Look, the point is, they're not aiming at the head
because it is usually less armored, its for other reasons but it just so
happens to become true due to wounds and how wounds roll their type.
To soften this issue, I've decided to treat wound resistance as armor
until the limb suffers a tier 3 wound. This way, hits to the head MAY
not necessarily escalate to tier 3 instantly as they would on live even
from relatively low power weapons. Some weapons have very low force, but
have extreme bare wound bonuses. This should be less likely after this
change. I doubt this will necessarily make high damage high wound
weapons like energy swords any less prone to cutting you clean open, but
it might thanks to the reduction to contributed damage to the injury
roll. The system is now _a bit more random_.
## Changelog
🆑
balance: Wounds do not make you as vulnerable to suffering wounds of all
types as before. Instead, wounds make you more vulnerable to suffering
worse versions of themselves as a priority.
balance: Wound armor is now more impactful when protecting you from
wounds when you have already been wounded.
balance: Your head and chest are more difficult to wound until they have
been mangled; either from suffering from a weeping avulsion or a
hairline fracture.
code: Changed the variable for bare_wound_bonus to exposed_wound_bonus
to better explain what that variable is doing.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
## About The Pull Request
Removes action_slots from items which dont need it.
Either the parent type already has it set (anything storage)
or chain of command, which has no actions, nor any subtypes do
## Why It's Good For The Game
code improvement
## Changelog
🆑
code: removes action_slots when not needed
/🆑
## About The Pull Request
Removes action_slots from items which dont need it.
Either the parent type already has it set (anything storage)
or chain of command, which has no actions, nor any subtypes do
## Why It's Good For The Game
code improvement
## Changelog
🆑
code: removes action_slots when not needed
/🆑
## About The Pull Request
title
ranged interact didn't actually call the proc to roast the sausage,
tesla balls weren't included in ranges even though you can roast on them
too. I doubt it was intended for you to have to stand next to a tesla if
you want to roast on them.
## Why It's Good For The Game

tasty
## Changelog
🆑
fix: The advanced roasting stick can once again roast sausages on
singularities from a few tiles away!
/🆑
Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.
What this PR does:
- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.

<details><summary>Mappers rejoice!</summary>


</details>
<details><summary>Uses iconforge so it does not take up much time during
init</summary>

</details>
---
this still applies:
Note for Spriters:
After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.
Note for Server Operators:
In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt
No more error icons in SDMM and loadout.
🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
title
ranged interact didn't actually call the proc to roast the sausage,
tesla balls weren't included in ranges even though you can roast on them
too. I doubt it was intended for you to have to stand next to a tesla if
you want to roast on them.
## Why It's Good For The Game

tasty
## Changelog
🆑
fix: The advanced roasting stick can once again roast sausages on
singularities from a few tiles away!
/🆑
## About The Pull Request
Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.
What this PR does:
- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.

<details><summary>Mappers rejoice!</summary>


</details>
<details><summary>Uses iconforge so it does not take up much time during
init</summary>

</details>
---
### Copied from https://github.com/tgstation/tgstation/pull/86482 as
this still applies:
Note for Spriters:
After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.
Note for Server Operators:
In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt
## Why It's Good For The Game
No more error icons in SDMM and loadout.
## Changelog
🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack
This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.
This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).
🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
## About The Pull Request
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack
This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.
This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).
## Changelog
🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...
...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!
I also tried to replace some of those single letter vars/args but there
are just way too many of them.
Improving old code. And I want to be able to pet mobroaches while
holding them too.
🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...
...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!
I also tried to replace some of those single letter vars/args but there
are just way too many of them.
## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.
## Changelog
🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
## About The Pull Request
This PR tackles our piss-poor item action handling. Currently in order
to make an item only have actions when its equipped to a certain slot
you need to override a proc, which I've changed by introducing an
action_slots variable. I've also cleaned up a ton of action code, and
most importantly moved a lot of Trigger effects on items to do_effect,
which allows actions to not call ui_action_click or attack_self on an
item without bypassing IsAvailible and comsigs that parent Trigger has.
This resolves issues like jump boots being usable from your hands, HUDs
being toggleable out of your pockets, etc. Also moved a few actions from
relying on attack_self to individual handling on their side.
This also stops welding masks/hardhats from showing their action while
you hold them, this part of the change is just something I thought
didn't make much sense - you can use their action by using them in-hand,
and flickering on your action bar can be annoying when reshuffling your
backpack.
Closes#89653
## Why It's Good For The Game
Makes action handling significantly less ass, allows us to avoid code
like this
```js
/obj/item/clothing/mask/gas/sechailer/ui_action_click(mob/user, action)
if(istype(action, /datum/action/item_action/halt))
halt()
else
adjust_visor(user)
```
## About The Pull Request
This PR tackles our piss-poor item action handling. Currently in order
to make an item only have actions when its equipped to a certain slot
you need to override a proc, which I've changed by introducing an
action_slots variable. I've also cleaned up a ton of action code, and
most importantly moved a lot of Trigger effects on items to do_effect,
which allows actions to not call ui_action_click or attack_self on an
item without bypassing IsAvailible and comsigs that parent Trigger has.
This resolves issues like jump boots being usable from your hands, HUDs
being toggleable out of your pockets, etc. Also moved a few actions from
relying on attack_self to individual handling on their side.
This also stops welding masks/hardhats from showing their action while
you hold them, this part of the change is just something I thought
didn't make much sense - you can use their action by using them in-hand,
and flickering on your action bar can be annoying when reshuffling your
backpack.
Closes#89653
## Why It's Good For The Game
Makes action handling significantly less ass, allows us to avoid code
like this
```js
/obj/item/clothing/mask/gas/sechailer/ui_action_click(mob/user, action)
if(istype(action, /datum/action/item_action/halt))
halt()
else
adjust_visor(user)
```
## About The Pull Request
This is the first PR in a series attempting to modernize our damage and
armor, both from a code and a gameplay perspective. This part implements
unique attack animations, adds alternate attack modes for items and
fixes some minor oversights.
Items now have unique attack animation based on their sharpness - sharp
items are now swung in an arc, while pointy items are thrust forward.
This change is ***purely visual***, this is not swing combat. (However,
this does assign icon rotation data to many items, which should help
swing combat later down the line).
Certain items like knives and swords now have secondary attacks - right
clicks will perform stabbing attacks instead of slashing for a chance to
leave piercing wounds, albeit with slightly lower damage - trying to
stick a katana through someone won't get you very far!
https://github.com/user-attachments/assets/1f92bbcd-9aa1-482f-bc26-5e84fe2a07e1
Turns out that spears acted as oversized knives this entire time, being
SHARP_EDGED instead of SHARP_POINTY - in order for their animations to
make sense, they're now once again pointy (according to comment,
originally they were made sharp because piercing wounds weren't very
threatening, which is no longer the case)
Another major change is that structure damage is now influenced by armor
penetration - I am not sure if this is intentional or not, but attacking
item's AP never applied to non-mob damage.
Additionally, also fixes an issue where attack verbs for you and
everyone else may differ.
## About The Pull Request
I'm "cooking" the materials system a bit, specifically the code
responsible for applying and removing effects. My goal is to move most
of the code to the objects-side, split it in smaller procs that can be
more easily overriden or called for object-specific modifiers and
effects, while also revamping things all around to better support items
made from multiple materials (the cleric mace will most likely be one in
this PR, with the handle and tip made of different materials).
PR NO LONGER WIP, TESTED AND ALL, CLERIC MACES CAN NOW BE MADE OF TWO
MATERIALS.
## Why It's Good For The Game
One of the nastiest flaws with the materials system is that it's just
unfeasable to have items made of multiple mats (with effects enabled)
right now, as they easily tend to override each other, where some of the
modifiers and effects should only be applied the main material.
Beside, the system's starting to show signs of its time, from the
several type checks used to apply different effects, the one letter
variables to the the material flags that are still being passed down as
arguments when you can access them from the atom/source arg anyway. It
would be disonhest of me if I went ahead and coded material fishing rods
or whatever fish fuckery with materials without ensuring it won't
further the technical debt the feature currently has.
## Changelog
🆑
refactor: Refactored materials code. report any issue.
add: Cleric maces (The autolathe-printable weapon design from outer
space) can now be made of two different materials.
balance: Buffed cleric maces a little.
fix: toolboxes' stats are now affected by materials again.
/🆑
---------
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.
This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).
And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.
## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.
Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.
Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

## Changelog
🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
3591 individual conflicts
Update build.js
Update install_node.sh
Update byond.js
oh my fucking god
hat
slow
huh
holy shit
we all fall down
2 more I missed
2900 individual conflicts
2700 Individual conflicts
replaces yarn file with tg version, bumping us down to 2200-ish
Down to 2000 individual conflicts
140 down
mmm
aaaaaaaaaaaaaaaaaaa
not yt
575
soon
900 individual conflicts
600 individual conflicts, 121 file conflicts
im not okay
160 across 19 files
29 in 4 files
0 conflicts, compiletime fix time
some minor incap stuff
missed ticks
weird dupe definition stuff
missed ticks 2
incap fixes
undefs and pie fix
Radio update and some extra minor stuff
returns a single override
no more dupe definitions, 175 compiletime errors
Unticked file fix
sound and emote stuff
honk and more radio stuff
## About The Pull Request
I'm "cooking" the materials system a bit, specifically the code
responsible for applying and removing effects. My goal is to move most
of the code to the objects-side, split it in smaller procs that can be
more easily overriden or called for object-specific modifiers and
effects, while also revamping things all around to better support items
made from multiple materials (the cleric mace will most likely be one in
this PR, with the handle and tip made of different materials).
PR NO LONGER WIP, TESTED AND ALL, CLERIC MACES CAN NOW BE MADE OF TWO
MATERIALS.
## Why It's Good For The Game
One of the nastiest flaws with the materials system is that it's just
unfeasable to have items made of multiple mats (with effects enabled)
right now, as they easily tend to override each other, where some of the
modifiers and effects should only be applied the main material.
Beside, the system's starting to show signs of its time, from the
several type checks used to apply different effects, the one letter
variables to the the material flags that are still being passed down as
arguments when you can access them from the atom/source arg anyway. It
would be disonhest of me if I went ahead and coded material fishing rods
or whatever fish fuckery with materials without ensuring it won't
further the technical debt the feature currently has.
## Changelog
🆑
refactor: Refactored materials code. report any issue.
add: Cleric maces (The autolathe-printable weapon design from outer
space) can now be made of two different materials.
balance: Buffed cleric maces a little.
fix: toolboxes' stats are now affected by materials again.
/🆑
---------
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑