## About The Pull Request
Empy lists. There are a lot of 'em.
<img width="981" height="512" alt="image"
src="https://github.com/user-attachments/assets/b94b041a-2904-466b-ab89-54bd1de11b4e"
/>
Going through ways to reduce memory I found a few easy ones here. Wires,
the edible component, the seethrough component. None of these are really
a concern when it comes to needing lists in memory for performance
reasons. Wires aren't going to be cut most of the time for each door. A
lot of food does not have any junkiness. Seethrough component lies
dormant most of the round. Etc.
Making lists lazy in these cases should be a no brainer.
Everything I tested still seems to work exactly the same.
## Why It's Good For The Game
Frees memory that is just taking up space a lot of the time.
## Changelog
Not player-facing, this is all under-the-hood stuff.
## About The Pull Request
First, boring stuff.
The "Modsuit equipment" techweb node has been split into two nodes, with
the additional node containing the more civilian MODules (And the new
plating), and costing 20 points.
A new "Perfumer" MODule has been added(not printable anywhere, but in
the new suit by default) that just cleans you.
The MODsuit being added has been added to the LawDrobe's premium
section, for 300 credits.
Now, the real addition.
This adds a MODsuit that is a modular suit, that is to say, a suit, tie,
shoes and glasses. The glasses aren't actually real flash-proof
sunglasses by default, but the welding protection module can be added.
The suit is obviously not space-proof, and offers no protection to
anything but biohazards. The suit has 10 complexity max, due to the fact
that most modules don't have a point on it. This is subject to change.
The pre-made one also has the stamp and paper dispenser MODules
pre-installed, which are both now activateable via the neck slot.
The suit control unit is the tie.
## Why It's Good For The Game
Have you ever been called to court, but you didn't have a nice suit, so
the judge holds you in contempt and sends you to jail? Well, never
again. Gone are the days that you cause two innocent boys to almost be
executed for a crime they didn't commit simply because you don't have a
nice suit. With the Moonraker Conglomerate's newest export in your
hands, you'll never be the less formal one ever again. No matter the
occasion, you're never more than a few moments away from
self-representing.
Video of the fit:
https://github.com/user-attachments/assets/44d08ca8-9ae1-4887-81e6-cec11792132e
It's the same look as a suit jacket, white tie, sunglasses and laceup
shoes. You must get a matching jumpsuit of your own.
I think it's neat, and it's a damn shame that there's not a single
MODsuit that isn't just head gloves suit shoes. All these MODules which
are activateable from head, mask or glasses, and no suits that allow it.
Missed opportunity, I'd say.
Also, lawyer buff. Need I say more?
## Changelog
🆑
add: Added a modular SUIT, a deployable, one-piece three-piece suit.
Purchasable from the LawDrobe.
balance: The MODsuit equipment techweb node has been split in two, with
an offshoot for civilian MODules.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## 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
Arithmetic circuit components are given the ability to calculate powers.
## Why It's Good For The Game
This is necessary for certain calculations like finding the distance
between two points, allowing greater creativity in circuit design.
## Changelog
🆑
add: Added powers to arithmetic circuit components.
/🆑
## 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
/🆑
## About The Pull Request
This is me picking up #93077 but with code changes relative to the two
new flags that Krysonism added in his PR, which unfortunately he never
finished.
## Why It's Good For The Game
Monkeys should be able to ventcrawl even if their left or right arm is
actually a chainsaw or armblade or whatever. See #93077
## Changelog
🆑 Krysonism
balance: prosthetic item limbs are no longer considered equipped items
for some purposes such as ventcrawling.
/🆑
---------
Co-authored-by: Krysonism <robustness13@hotmail.com>
## About The Pull Request
- Fixes#93409
Code copied from strip menu so the same principles apply
## Changelog
🆑
fix: circuit multitool won't reveal special items on mobs
/🆑
## About The Pull Request
I accidentally added the ref string for the circuit component into the
boris_shell_container component's list instead of the circuit component
itself.
## Why It's Good For The Game
Fixes an issue that was reported on the discord but not on the github.
## Changelog
🆑
fix: AIs can actually connect to circuits with MMI components and BORIS
modules inserted.
/🆑
Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
## 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.
/🆑
## 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
Closes#92778Closes#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.
/🆑
## About The Pull Request
This adds null-checking in the Typescript itself to create values if
there are some missing, specifically with values that indicate that this
is replacing a value that was null as a result of an error. It also
updates another place where I forgot to correctly set user_data.
## Why It's Good For The Game
Fixes more bugs.
## Changelog
🆑 Bisar
fix: The .tsx code for Ore Silo logs will now catch nulls instead of
TBing.
fix: Fixed ANOTHER place where user_data for an ore silo log wasn't set
correctly.
/🆑
## 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>
## About The Pull Request
This is a pull request which fixes issue #92227.
## Why It's Good For The Game
Closes#92227 which makes circuit guns more confusing than they should
be
## Changelog
🆑
fix: fixes circuit gun not recharging it's internal cell when an
integrated circuit is inserted
/🆑
## About The Pull Request
This is a pull request which fixes issue #92227.
## Why It's Good For The Game
Closes#92227 which makes circuit guns more confusing than they should
be
## Changelog
🆑
fix: fixes circuit gun not recharging it's internal cell when an
integrated circuit is inserted
/🆑
## About The Pull Request
Fixes the issue of usr pointing to admins by making Trigger pass down
clicker, as usr is fucky and can be passed down by other unrelated
procs. Fun.
Added the clicker arg to all usages of Trigger as well
Also changes isobserver check in antagonist ui_act code that prevents
observers from clicking UI's instead to check if the ui.user is
owner.current
## Why It's Good For The Game
Fixes admins giving heretic to people opening the heretic UI for the
admin instead
(cherry picked from commit 0bc42d6940)
## About The Pull Request
Fixes the issue of usr pointing to admins by making Trigger pass down
clicker, as usr is fucky and can be passed down by other unrelated
procs. Fun.
Added the clicker arg to all usages of Trigger as well
Also changes isobserver check in antagonist ui_act code that prevents
observers from clicking UI's instead to check if the ui.user is
owner.current
## Why It's Good For The Game
Fixes admins giving heretic to people opening the heretic UI for the
admin instead
## About The Pull Request
# More robust logging
## Ore silo logs have now been refactored in the UI to display:
- Number of sheets is now the relative unit when displaying a given log.
- Instead of `100 iron` being displayed when removing one sheet, it just
says `1 iron`
- Instead of `25 iron` being displayed when using a quarter sheet, it
just says `0.25 iron`
- All information from ID_DATA(log_user) now sent to tgui backend
- The items rendered to ore silo users are:
- Name on ID, job on ID
- If the ID's bank account (if one is registered) is one of the ore
silo's banned users
- If the user for a given entry was wearing a chameleon card, they will
always appear unbanned
- NOTE: The bank account ID # is (currently) not shown to players using
the ore silo.
- Full log information is rendered within a dropdown; the dropdown
one-liner shows
- Action (deposit, eject, item created)
- Amount (deposit/eject? amount of material used. item created? number
of items created.)
- Either name of material (if deposit/eject) or the name of items
crafted
- The name of the user who performed a given operation (if wearing an
unbanned ID) or ID_READ_FAILURE (if ore silo ID requirement has been
disabled and the person is not wearing an ID)
- As name, but instead, the job of the ID (or ID_READ_FAILURE)

# Access control improvements
## Single-user bans
- Anyone with QM access (not silicons) can now ban/unban a user from a
given log from using the ore silo
- Bans are associated to bank account IDs.
- Wearers of chameleon cards bypass any ban restrictions.
- Anyone with QM access on their worn card bypasses ban restrictions.
- Silicons bypass ban restrictions.
- QM access requirement is removed if the ore silo is emagged.
- Silicons can ban/unban people if the ore silo is emagged.
## Worn ID requirement
- Enabled at roundstart, can be disabled by anyone with QM access (not
silicons)
- If enabled, you must be wearing an ID with a bank account associated
to it to use ore silo materials.
- Wearers of chameleon cards bypass this restriction (so-called ID
requirement free thinkers wearing chameleon ID cards)
- QM access requirement to toggle removed if emagged.
- Silicons can toggle this on/off if the ore silo is emagged.
# Access control radio notifications
## Access control operations reported on the radio
- Any operations for access control are reported on radio channels.
- Currently, the policy is always the default.
- In the future, the ore silo UI will allow the quartermaster to modify
what operations are reported on what channels (petty QM broadcasting ban
reports on Common)
- Current default policy:
- Reported on COMMON channel:
- Anyone but the Captain attempts to ban someone with QM access from the
ore silo (nice try dumbass)
- Ore silo ID requirement toggling
- Reported on COMMAND channel:
- Common channel reports.
- Per-user banning/unbanning.
- Anyone without QM access attempts to ban/unban someone.
- Anyone without QM access attempts to toggle the restriction for ID.
- Silicons attempting to tamper with the ID requirement restriction
- Silicons attempting to tamper with the ban/unbanned user list
- A ban attempt failing because a given log entry had a user with no
bank ID.
- Reported on SECURITY channel:
- Common channel reports.
- Per-user banning/unbanning.
- Anyone without QM access tampering with the silo.
- Reported on SUPPLY channel:
- Command channel reports.
- Reporting to the radio is disabled if the ore silo is emagged.
## Modifications to the remote_materials component
- Strictly encompass the behavior for connecting/disconnecting ore silos
to material receptacles (RCDs, machines, etc) into procs on the
component, instead of handling it all over the place
## Why It's Good For The Game
Gives people with ore silo access more fine grained control over ore
silo use without having to resort to heavy-handed fabricator lockouts
Makes the logging on the ore silo more robust so we can make sure we
kill the right Roboticist for using all the materials
Offers an avenue for sidestepping all of this with a chameleon card or
emag if a given traitor (organic or otherwise) is particularly opposed
to DRM mats.
https://github.com/user-attachments/assets/effd2c63-509c-4d33-992f-837a0d62b935
## Changelog
🆑 Bisar
add: The ore silo has had a significant expansion to its logging
capabilities.
add: The ore silo now allows any ID with Quartermaster access (NOT
SILICONS!) to ban/unban specific users from the silo.
add: The ore silo now has a toggle (on by default) that a user of ore
silo materials has an ID with an associated bank account. This can be
toggled by anyone with Quartermaster access (NOT SILICONS!)
add: NanoTrasen discounts any reports that Syndicate contraband
(cryptographic sequencer, agent card) can be used to circumvent any
protocols instituted on the ore silo access control routines.
add: The ore silo now announces operations to ban/unban users and
enable/disable ID requirements on radio channels (check the Github for
actions reported to what channels.)
add: The tgui interface for ore silo log entries has been reworked.
refactor: The code for logging a given access to ore silo materials has
been significantly refactored.
qol: Ore silo log entries now display materials spent in terms of sheets
rather than the obfuscated absolute-units previously display (1 iron
ejected instead of -100 iron, 0.25 used in a craft instead of -25 iron)
/🆑
## About The Pull Request
# More robust logging
## Ore silo logs have now been refactored in the UI to display:
- Number of sheets is now the relative unit when displaying a given log.
- Instead of `100 iron` being displayed when removing one sheet, it just
says `1 iron`
- Instead of `25 iron` being displayed when using a quarter sheet, it
just says `0.25 iron`
- All information from ID_DATA(log_user) now sent to tgui backend
- The items rendered to ore silo users are:
- Name on ID, job on ID
- If the ID's bank account (if one is registered) is one of the ore
silo's banned users
- If the user for a given entry was wearing a chameleon card, they will
always appear unbanned
- NOTE: The bank account ID # is (currently) not shown to players using
the ore silo.
- Full log information is rendered within a dropdown; the dropdown
one-liner shows
- Action (deposit, eject, item created)
- Amount (deposit/eject? amount of material used. item created? number
of items created.)
- Either name of material (if deposit/eject) or the name of items
crafted
- The name of the user who performed a given operation (if wearing an
unbanned ID) or ID_READ_FAILURE (if ore silo ID requirement has been
disabled and the person is not wearing an ID)
- As name, but instead, the job of the ID (or ID_READ_FAILURE)

# Access control improvements
## Single-user bans
- Anyone with QM access (not silicons) can now ban/unban a user from a
given log from using the ore silo
- Bans are associated to bank account IDs.
- Wearers of chameleon cards bypass any ban restrictions.
- Anyone with QM access on their worn card bypasses ban restrictions.
- Silicons bypass ban restrictions.
- QM access requirement is removed if the ore silo is emagged.
- Silicons can ban/unban people if the ore silo is emagged.
## Worn ID requirement
- Enabled at roundstart, can be disabled by anyone with QM access (not
silicons)
- If enabled, you must be wearing an ID with a bank account associated
to it to use ore silo materials.
- Wearers of chameleon cards bypass this restriction (so-called ID
requirement free thinkers wearing chameleon ID cards)
- QM access requirement to toggle removed if emagged.
- Silicons can toggle this on/off if the ore silo is emagged.
# Access control radio notifications
## Access control operations reported on the radio
- Any operations for access control are reported on radio channels.
- Currently, the policy is always the default.
- In the future, the ore silo UI will allow the quartermaster to modify
what operations are reported on what channels (petty QM broadcasting ban
reports on Common)
- Current default policy:
- Reported on COMMON channel:
- Anyone but the Captain attempts to ban someone with QM access from the
ore silo (nice try dumbass)
- Ore silo ID requirement toggling
- Reported on COMMAND channel:
- Common channel reports.
- Per-user banning/unbanning.
- Anyone without QM access attempts to ban/unban someone.
- Anyone without QM access attempts to toggle the restriction for ID.
- Silicons attempting to tamper with the ID requirement restriction
- Silicons attempting to tamper with the ban/unbanned user list
- A ban attempt failing because a given log entry had a user with no
bank ID.
- Reported on SECURITY channel:
- Common channel reports.
- Per-user banning/unbanning.
- Anyone without QM access tampering with the silo.
- Reported on SUPPLY channel:
- Command channel reports.
- Reporting to the radio is disabled if the ore silo is emagged.
## Modifications to the remote_materials component
- Strictly encompass the behavior for connecting/disconnecting ore silos
to material receptacles (RCDs, machines, etc) into procs on the
component, instead of handling it all over the place
## Why It's Good For The Game
Gives people with ore silo access more fine grained control over ore
silo use without having to resort to heavy-handed fabricator lockouts
Makes the logging on the ore silo more robust so we can make sure we
kill the right Roboticist for using all the materials
Offers an avenue for sidestepping all of this with a chameleon card or
emag if a given traitor (organic or otherwise) is particularly opposed
to DRM mats.
https://github.com/user-attachments/assets/effd2c63-509c-4d33-992f-837a0d62b935
## Changelog
🆑 Bisar
add: The ore silo has had a significant expansion to its logging
capabilities.
add: The ore silo now allows any ID with Quartermaster access (NOT
SILICONS!) to ban/unban specific users from the silo.
add: The ore silo now has a toggle (on by default) that a user of ore
silo materials has an ID with an associated bank account. This can be
toggled by anyone with Quartermaster access (NOT SILICONS!)
add: NanoTrasen discounts any reports that Syndicate contraband
(cryptographic sequencer, agent card) can be used to circumvent any
protocols instituted on the ore silo access control routines.
add: The ore silo now announces operations to ban/unban users and
enable/disable ID requirements on radio channels (check the Github for
actions reported to what channels.)
add: The tgui interface for ore silo log entries has been reworked.
refactor: The code for logging a given access to ore silo materials has
been significantly refactored.
qol: Ore silo log entries now display materials spent in terms of sheets
rather than the obfuscated absolute-units previously display (1 iron
ejected instead of -100 iron, 0.25 used in a craft instead of -25 iron)
/🆑
## About The Pull Request
I have added the ability to create and edit station radio channels
through the existing telecommunications system.
You can change the name of the radio channel and its color.
The channel settings are changed and created through the servers
(Frequencies Settings)

Here i created my own channel:
1) Add frequency at Receiver (you will not see channel name):

2) Add frequency at Bus (you will not see channel name):

3) Add frequency at Server
4) Add settings for your frequency

5) See the result:

Important Notes:
1) Headsets, radios, and intercoms will not see a change in
telecommunications, but will use standard names (Common, Security etc.).
2) There are still reserved names that cannot be used: CentComm,
Syndicate, Uplink, CTFs channels
3) Servers must filter frequency for applying settings on them
## Why It's Good For The Game
Now telecommunication channels names and colors depends on the settings
of the network servers, which makes it more flexible and logical. It is
also useful for foreign language servers, as you can translate channel
names.
## Changelog
🆑
add: Added ability to change existing radio channels and create new
qol: Added color for some buttons in Telecomms UI
/🆑
(cherry picked from commit 35494b93bb)
## About The Pull Request
I have added the ability to create and edit station radio channels
through the existing telecommunications system.
You can change the name of the radio channel and its color.
The channel settings are changed and created through the servers
(Frequencies Settings)

Here i created my own channel:
1) Add frequency at Receiver (you will not see channel name):

2) Add frequency at Bus (you will not see channel name):

3) Add frequency at Server
4) Add settings for your frequency

5) See the result:

Important Notes:
1) Headsets, radios, and intercoms will not see a change in
telecommunications, but will use standard names (Common, Security etc.).
2) There are still reserved names that cannot be used: CentComm,
Syndicate, Uplink, CTFs channels
3) Servers must filter frequency for applying settings on them
## Why It's Good For The Game
Now telecommunication channels names and colors depends on the settings
of the network servers, which makes it more flexible and logical. It is
also useful for foreign language servers, as you can translate channel
names.
## Changelog
🆑
add: Added ability to change existing radio channels and create new
qol: Added color for some buttons in Telecomms UI
/🆑
## About The Pull Request
* When gibbing mobs, spawned gib type is now based on mob's biotypes if
they're not a carbon, or their chest (or first) bodypart if they are,
rather than requiring a proc override for every single mob. This means
that a few robotic mobs no longer drop meaty gibs, and that gibbing
androids now produces cyborg gibs instead of a meaty surprise, plus they
should no longer runtime when trying to gib a robot. Gibs also are now
spawned around the gibber and streak outwards instead of magically
teleporting a few tiles away, for some visual flair.
* Fixed meat not overriding blood DNA on blood_walk component which made
xeno and lizard meat leave behind orange trails instead of proper
lime/dark green blood colors (due to them keeping human meat DNA).
* Brightened up the gibber blood overlay I've missed, so it should be
consistent with old blood colors now.
* Also cleaned up the gibspawner code.
## Why It's Good For The Game
Biotype/chest changes should make devs lives easier and gameplay a bit
more consistent, and streaking just makes the process look slightly
better.
## Changelog
🆑
add: Androids and fully augmented humans now drop robotic gibs instead
of meat
add: Improved gibber VFX
fix: Fixed gibber overlays being darker than intended
fix: Fixed xenomorph and lizard meat leaving orange trails behind
code: Improved gibs and gibspawner code
/🆑
## About The Pull Request
* When gibbing mobs, spawned gib type is now based on mob's biotypes if
they're not a carbon, or their chest (or first) bodypart if they are,
rather than requiring a proc override for every single mob. This means
that a few robotic mobs no longer drop meaty gibs, and that gibbing
androids now produces cyborg gibs instead of a meaty surprise, plus they
should no longer runtime when trying to gib a robot. Gibs also are now
spawned around the gibber and streak outwards instead of magically
teleporting a few tiles away, for some visual flair.
* Fixed meat not overriding blood DNA on blood_walk component which made
xeno and lizard meat leave behind orange trails instead of proper
lime/dark green blood colors (due to them keeping human meat DNA).
* Brightened up the gibber blood overlay I've missed, so it should be
consistent with old blood colors now.
* Also cleaned up the gibspawner code.
## Why It's Good For The Game
Biotype/chest changes should make devs lives easier and gameplay a bit
more consistent, and streaking just makes the process look slightly
better.
## Changelog
🆑
add: Androids and fully augmented humans now drop robotic gibs instead
of meat
add: Improved gibber VFX
fix: Fixed gibber overlays being darker than intended
fix: Fixed xenomorph and lizard meat leaving orange trails behind
code: Improved gibs and gibspawner code
/🆑
## About The Pull Request
How did I miss how `COMSIG_SHELL_ATTACH_CIRCUIT` was handled?
## Why It's Good For The Game
Makes a circuit shell actually do what I claim it does.
Fixes#90786
## Changelog
🆑
fix: Fixes assembly shells not taking power from machines/mechs/borgs
instead of needing a cell when attached to such things. Did you know
this was supposed to be a feature, but didn't work for
who-knows-how-long?
/🆑
## About The Pull Request
How did I miss how `COMSIG_SHELL_ATTACH_CIRCUIT` was handled?
## Why It's Good For The Game
Makes a circuit shell actually do what I claim it does.
Fixes#90786
## Changelog
🆑
fix: Fixes assembly shells not taking power from machines/mechs/borgs
instead of needing a cell when attached to such things. Did you know
this was supposed to be a feature, but didn't work for
who-knows-how-long?
/🆑
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
When a shuttle moves, usb ports now wait for the shuttle to finish
moving all of its contents to determine whether they should detach from
whatever they are connected to.
This PR also adds a new signal whose registered handlers can affect what
gets moved when part of a shuttle moves, but until a handler for that
signal actually needs to do so, that behavior only really matters in the
sense that it is now exposed to lua scripting.
## 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)
/🆑
## About The Pull Request
When a shuttle moves, usb ports now wait for the shuttle to finish
moving all of its contents to determine whether they should detach from
whatever they are connected to.
This PR also adds a new signal whose registered handlers can affect what
gets moved when part of a shuttle moves, but until a handler for that
signal actually needs to do so, that behavior only really matters in the
sense that it is now exposed to lua scripting.
## About The Pull Request
Reduces the cooldown from 1 second to 0.1 seconds, still more than
enough to prevent super laggy recursive spam, but short enough not to
impede any legitimate uses of MMI messaging, such as alerts, sensors, or
MMI translators.
## Why It's Good For The Game
What if, completely hypothetically, with no relation to something that
actually happened, and solely as a thought experiment we promise, I was
to have made a circuit with a toggle switch and accompanying alerts for
the MMI inside it to use, where the MMI then proceeded to press said
switch twice within 1 second, thus only receiving one message as to the
state of the switch.
Well, that might make hypothetical me get hyperfixated-ly annoyed at
this very specific gripe, maybe even enough to make a PR addressing it.
(for legal reasons this is not an IDED pr and I reserve the right to
refuse to self incriminate.)
TLDR: 1 second is really long given the main issue with not having a
cooldown is infinite exponential recurrsion.
## Changelog
🆑
balance: Massively reduce the MMI component message cooldown.
/🆑
## About The Pull Request
Reduces the cooldown from 1 second to 0.1 seconds, still more than
enough to prevent super laggy recursive spam, but short enough not to
impede any legitimate uses of MMI messaging, such as alerts, sensors, or
MMI translators.
## Why It's Good For The Game
What if, completely hypothetically, with no relation to something that
actually happened, and solely as a thought experiment we promise, I was
to have made a circuit with a toggle switch and accompanying alerts for
the MMI inside it to use, where the MMI then proceeded to press said
switch twice within 1 second, thus only receiving one message as to the
state of the switch.
Well, that might make hypothetical me get hyperfixated-ly annoyed at
this very specific gripe, maybe even enough to make a PR addressing it.
(for legal reasons this is not an IDED pr and I reserve the right to
refuse to self incriminate.)
TLDR: 1 second is really long given the main issue with not having a
cooldown is infinite exponential recurrsion.
## Changelog
🆑
balance: Massively reduce the MMI component message cooldown.
/🆑
## About The Pull Request
1. Moneybots round to the nearest 1 credit.
2. Moneybots have a 0.5 second cooldown between being able to dispense
credits.
3. Moneybots won't dispense more than 50 credits on a tile.
## Why It's Good For The Game
The economy, fools!
## Changelog
🆑 Melbert
qol: Moneybots round to the nearest 1 credit.
qol: Moneybots have a 0.5 second cooldown between being able to dispense
credits.
qol: Moneybots won't dispense more than 50 credits on a tile.
/🆑