## About The Pull Request
This fixes a small excerpt from #90678:
>"[...] double-examining it to see what extra items it can hold
(normally all lures) only reports the Artificial Minnow as fitting."
By making it use subtypesof instead of typesof for purpose of spawning
lures and making the minnow its own subtype.
## Why It's Good For The Game
Fixing a mild botherance.
## Changelog
🆑
fix: Examining a fishing lures box twice no longer says it can hold just
artificial minnows.
/🆑
## About The Pull Request
I heard you liked commas.
## Why It's Good For The Game
Trailing commas make everyone happy!
## Changelog
Nothing anyone will notice besides downstreams adding to these lists
## About The Pull Request
As the title says.
`init_order` is no more, subsystems ordering now depends on their
declared dependencies.
Subsystems can now declare which other subsystems need to init before
them using a list and the subsystem's typepath
I.e.
```dm
dependencies = list(
/datum/controller/subsystem/atoms,
/datum/controller/subsystem/mapping
)
```
The reverse can also be done, if a subsystem must initialize after your
own:
```dm
dependents = list(
/datum/controller/subsystem/atoms
)
```
Cyclical dependencies are not allowed and will throw an error on
initialization if one is found.
There's also a debug tool to visualize the dependency graph, although
it's a bit basic:

Subsystem load ordering can still be controlled using `init_stage`, some
subsystems use this in cases where they must initialize first or last
regardless of dependencies. An error will be thrown if a subsystem has
an `init_stage` before one of their dependencies.
## Why It's Good For The Game
Makes dealing with subsystem dependencies easier, and reduces the chance
of making a dependency error when needing to shift around subsystem
inits.
## Changelog
🆑
refactor: Refactored subsystem initialization
/🆑
## About The Pull Request
I've been feeling for some time that fishes dying if placed on fishable
water (or lava/plasma for a couple ones) to be kinda lakluster and
counterintuitive. YakumoChen opening an issue about it proved I wasn't
the only one thinking that, and I'm not feeling like starting with
adding fishing stuff just yet. Not without improving the existing
content first.
The source_types file was also getting big and a bit bad to navigate
through, so I've decided to split it into half a dozen distinct files:
fishing portals, rifts, turfs, structures, mining/ruins and surgery.
## Why It's Good For The Game
This fixes#89872.
The files should also be bit more organized now.
## Changelog
🆑
fix: Fish will no longer drown if left half-submerged in a fishable turf
on which it can normally be found. Instead it will disperse after a
while or if starving. Note that this only happens if the fish is native
to such turfs (eg. lavaloop on beach water will still die).
/🆑
## About The Pull Request
Fishing UI has received a major glowup:
https://github.com/user-attachments/assets/e255822c-9c2c-4e09-843d-20ea70f470f5
All fishing rods now have unique frames (with material rods' frames'
colors being based on their material), and most fishing sources now have
unique backgrounds. Completion bar now uses alpha filters, making it
much smoother, and bait bar is assembled from thin lines, which allows
us to avoid stretching it when we need to resize the bar.
Fixed experiments not unlinking after being completed, resulting in
infinitely stacking examine lines on advanced fishing rods.
Fish death messages now use more fitting span_warning.
Removed devious SS_POST_FIRE_TIMING from the fishing SS, as it made
sometimes the fishing SS only fire every ***two*** ticks instead of
every tick, despite passing 0.05s (1 tick) into its process() calls -
this flag only makes sense on heavy and costly subsystems, not on a
subsystem dedicated mostly to fishing minigames. This is required as now
instead of directly assigning coordinates (why???) fishing UI uses
animate() to control the bait bar and fish icons, making it much
smoother.
Also gave blue dough its own bait overlay and mansus rift its own portal
icon because why not.
## Why It's Good For The Game
Fishing UI didn't look very nice, and removing the subsystem flag makes
the game smoother.
## Changelog
🆑
qol: Fishing minigame should be smoother now
fix: Fixed infinitely stacking examine lines on advanced fishing rods
image: Resprited fishing UI
image: Blue doughballs now have their own fishing rod overlay
image: Resprited mansus rift fishing portal overlay
/🆑
## About The Pull Request
You can now fish from aquariums if you wish to. This includes some
backend changes to make it possible for the fish table from
get_fish_table() to contain instances, and all that it entails up to
spawn_reward(), which is a requirement for the gimmick to respect the
various traits and other variables of the already instantiated fish
rather than read from cached properties.
## Why It's Good For The Game
The fish progress score/index had only little nasty flaw that has been
nagging me since day one: Not all fish species can be caught. Skipping
McGill, which is a peculiar case that for cheevo purposes should be
considered a standard goldfish, there is the one, unsignificant yet rare
purple sludgefish which can only be gotten as a rare evolution of the
generic sludgefish. Talk about petty, but this may be a long-term nit I
prefer to handle right now.
Also why not? The 'unmarine mastodon' is near impossible to get unless
you somehow find a oil well which is locked behind a specific ruin.
## Changelog
🆑
fix: Aquariums are now potential fishing spots.
/🆑
## About The Pull Request
I'm adding a score that tracks which types of fish you've caught across
multiple rounds. To do so, I had to add a new score subtype that manages
the score value not being a number. Thankfully the achievement code is
fairly flexible so not a whole lot had to be done, although I've to add
a new column to the achievements table in the DB, because the 'value' is
for integers, while we need one for text strings ~~(the contents of the
list are converted to text with a delimiter before being saved cuz I'm
not sure if and how our DM slash SQL integration handles using lists
directly and I don't want to waste time finding it out)~~.
EDIT: It's mostly done beside the reviews that are going to point out
things that need to be changed. The UI changes are done. It's time for
reviews.
Here are screenshots of the UI with all fish still uncatched beside one
(I've since then the typo on its name and removed an extra zero from the
index number, as well as a nit with the spacing between cells):


## Why It's Good For The Game
We have about dozens over dozens of different fish in the game now, many
of which are just fluff anyway. It's getting to the point it's perhaps
doable to add a score or something to be a braggard about.
## Changelog
🆑
add: Added a new score that keeps track of all different fish that
you've caught between shifts.
server: Added a new schema table to store the aforementioned entries and
the ckeys associated to them, with an additional timestamp column.
/🆑
## About The Pull Request
I've come to realize manually updating all fishing stuff on the very
much outdated wiki would be a colossal pain in the rear, so I've decided
to automate a few bits to generate autowiki lists containing information
about fish, fish traits, bait, hooks, reels, fishng rods, fish sources
and fish experiments.
Now tested.
## Why It's Good For The Game
Making a huge autowiki for a feature that's being constantly updated (by
me) but still has a particularly lame and outdated page on the wiki.
## Changelog
N/A
## About The Pull Request
Over half of the line changes are merely from splitting the
fish_types.dm into several files since it was over 1k lines already.
One of the small issues with fishing right now is RNG. You want to get
some specific fish, and you go through all the micromanaging with hooks,
reels and baits only for the random number god to say "nope", and that's
only going to get worse the more fish are in the game.
However, I've a solution: (unconsumable/reusable) fishing lures, each of
which attracts different fish based on different conditions. The only
caveat is that they require to be spun at set intervals (usually 1 to 3
seconds, depending on the lure, with a second-long window). Worry not,
there're visual cues in the form of a green/red light hovering the
fishing float, so you won't get screwed up by the server slowing down or
whatever.
The whole box of lures (12 so far) can be from cargo for the fair price
of 450 credits.
I've also added 5 new fish: monkfish, plaice, pike, another punnier
variant of the pike, perch and squid. The latter is quite special
because of the ink production trait, which lets players use it to blind
others at a close range and when butchered, it yields an ink sac, which
can be processed into a can of squid ink (one less item exclusive to the
produce console), or thrown at people in a sort-of-similar fashion of
banana cream pies (except it's ink).
<details>
<summary>Images</summary>
Fishing lures (forgot to take my cursor off the veggie one before the
screenshot):

The five new fish:

</details>
<details>
<summary>A table of fish catchable wth each lure (excluding
holodeck)</summary>

</details>
A few more things in the CL, baitfish are a thing now.
## Why It's Good For The Game
There should be ways to contrast some of the RNG fishing has. After all,
it's only going to get more random the more fish are in the game.
Furthermore, I find it disappointing that a lot of food stuff is
exclusive to the ingredients console and there're no other ways to get
it.
## Changelog
🆑
add: Added fishing lures to the game. They don't get used up like baits
and let you catch specific kinds of fish, though they need to be spun
every few seconds. The whole set can be ordered from cargo for 450
credits.
balance: The magnet hook now removes dud chances.
add: Added five new fish types: perch, two types of pike, monkfish,
plaice and squid. Squids have a fairly special ink production trait,
which lets you use them (unless dead) to ink people face at close range,
and can be butchered for an ink sac, which can either be processed into
canned squid ink, or thrown at someone.
fix: Refactored throwing a little. Some items (specifically
components/elements) won't be triggered when caught. no more plates
shattering despite being caught for example.
add: Goldfish, lavaloops, needlefish and armorfish can now be used as
baits.
/🆑
## About The Pull Request
This PR mainly adds more fish and more fishing spots to the game, while
refactoring a few aspects of the fishing minigame.
Listing out with the new fish:
- Arctic char: mainly filler content for the ice hole fishing spot
- Sockeye Salmon: ditto but also provides better fillets that boost the
quality of resulting food items when cooked or used in recipes
- Soulfish: joke content, found by the cursed spring ruin
- Skin Crab: also a joke found by the cursed spring
- Bump-Fish: filler for the sand fishing spot
- Burrower Crab: ditto, reusing a fish sprite I made last year
- Sand Surfer: ditto
- Three-Eyed Goldfish: It's a reference, doh
- Stingray: A modestly weaponizable fish (whoops I've forgot to set the
hit sounds), it possess a few traits that make it deliver bits of venom
each time you hit someone with it
- Swordfish: Huge-ass fish that may require two hands to wield (or not,
if the RNG wants to make it smaller). Stats-wise, it's more or less the
equivalent of the captain sabre, if not stronger (and more unwieldy due
to size and weight). Becomes weaker when dead. Also gives better quality
fillets.
- Chainsawfish: A mutation of the goldfish with some size, weight and
traits requirements, but can also be found on emagged fishing portals.
Stronger than the swordfish, it behaves sort of like a chainsaw, with
the similar tool behaviour and var values. Also becomes weaker when
dead.
As for the fishing spots, you can now fish on sand turfs, at the cursed
springs or on ice. Rivers/jungle water now has its own fishing spot
datum, and no longer uses the generic fishing portal one. To fish on
ice, you first have to carve a hole with a pick or a shovel.
I've also refactored the fish "AI" hardcoded stuff used in the fishing
minigame into their own datums, which let me add a few fancier ways to
how the fish moves during the minigame (i.e. the soulfish moving at 1
FPS or the chainsawfish getting faster and faster).
As for the sword and chainsaw fish, their potential strength is balanced
out by the need of keeping them alive, as well as the potential
cumbersomeness, two-handed wielding and potential slowdown from the
excessive weight of the fish (Thank you Big Slappy for the inspiration).
Other minor changes include: Pufferfish giving better quality fillets
(too bad they're poisonous, I'll go and make a skillchip to let cooks
safely separate the poisonous liver from the fillets); McGill The
lawyer's goldfish) having a 15% of being three-eyed; the aforementioned
slowdown from fish weight and two-handed carry from fish size; a couple
new fish icons (the ones that hint you on what you're trying to catch)
for the fishing minigame; a few adjustments to prevent self-reproducing
fish from ignoring the population cap and let fish with a stable
population of 1 to crossbreed (also gotta make a different PR to let it
happen rarely without the crossbreeding trait).
This PR is still a WIP, gotta test it several times.
## Why It's Good For The Game
Fishing is something I've been working on for about a year now, but
there are still a few places where it's kinda lackluster, like there's
not enough diverse fishing spots or useful fish (I'll be working on a
separate PR to make the logistic of a carrying a fish around without
letting it die a tad easier). Also, look at these sprites:

Can you guess which is which?
## Changelog
For the sake of not dumping players with niche information 90% of the
players won't understand, I'll keep the CL pretty generic
🆑
add: Added twelve new fish types to the game. Some are cool, other are
not, some come with their own special traits and some are straight-up
weapons.
add: Added more fishing spots to the game. Sand, ice, rivers, the cursed
spring...
balance: A few fish like salmon, swordfish and pufferfish (poisonous
btw) now give better quality fillets when butchered, which can improve
the quality of food that uses them even further.
balance: Excessive fish weight will make the fish slowier to carry,
while excessive size may make it require two hands.
balance: Adjusted size, weight and cooldowns of several fish, for the
better.
/🆑