## About The Pull Request
There is technically an `/obj/item/stamp/granted` in that one traitor
objective refers to it and tries to override a proc on it thus making it
a valid type, but not really. This changes the base `/obj/item/stamp`
from being the granted stamp to being an abstract type, and creates a
proper subtype for the granted stamp.
## Why It's Good For The Game
Base types being concrete outside of scenarios where its intuitive are
very annoying
## Changelog
🆑
code: makes /obj/item/stamp abstract, creates /obj/item/stamp/granted
/🆑
## About The Pull Request
replaced seed plum item on actually grown plum
## Why It's Good For The Game
pr #92519 introduced new grown food spawner and i believe acidentally
placed plum seeds instead of grown plum
## Changelog
🆑
spellcheck: Plant produce spawner now correctly spawns plum instead of
plum seeds.
/🆑
## About The Pull Request
Repaths the green captain suit and its skirt version to be costumes
instead of real captain clothing, as this is in line with how they're
used and makes them not have the armour of real captain clothing.
Deleted an unused identical copy of the same suit.
Fixes#93972
## Why It's Good For The Game
These are costumes and it's inconsistent for them to have armour values.
## Changelog
🆑
fix: The captain suit costume (green suit) no longer has the same armour
as real captain outfits.
/🆑
## About The Pull Request
Updates the laser gun into four proper subtypes: Standard, Pistol, Rifle
and Carbine.
<img width="229" height="210" alt="image"
src="https://github.com/user-attachments/assets/12c03076-8ebf-4d87-8c98-6a8cce6821db"
/>
Current sprites are pending a palette change.
**Standard:** Functions as you would expect. Same as ever.
**Pistol**: Lower charge, 20 force, normal sized, recharges faster.
**Carbine**: 15 force, 26 mag, two round burst. Projectiles flight
slightly faster. Cannot dual-wield.
**Rifle**: 20 force. 40 mag. Two round burst. EMP resistant (not
immune). Projectiles fly slightly faster. Cannot dual-wield (not that
you need to).
All but the rifle can be sourced from cargo. You can also buy the sovl
version of the laser gun if you're especially nostalgic.
### Armory Changes
The Armory now can potentially spawn either pistols, carbines or
standard. The weighting leans closer to spawning carbines and standard
as opposed to pistols.
### Lore Dump
The laser line of weapons now all have lore. That rich, deep lore that
every game needs and is totally not important at all to the meat and
potatoes of the game. I'm paid by the hour ($0.00)
### Code Tidying
Lasers are old and a total mess code-wise so we've tidied up while we're
here.
## Why It's Good For The Game
Variety is the spice of life and also some of these weapons could have
used a face lift. Especially the laser carbine. Both functionaltiy wise
and appearance wise.
A bit of randomness in the armory means some rounds might have unique
outcomes compared to others. Sometimes, items in cargo don't see
particularly much use, so peppering in a few random potential deviations
can maybe nudge people to utilize variant gear on future rounds.
I'm obsessed with writing too much information. I blame Hatterhat.
## Changelog
🆑
add: Three variants of the laser gun; Carbine (replacing the existing
one), Pistol and Rifle! Find it (possibly) in your armory today!
balance: The armory laser guns might be different variants of the laser
gun, rather than always being the standard. The standard is the same as
ever, even if it looks different.
add: If you care, the sovl version is available as a goodie. And in the
hands of pirates...
spellcheck: Lore! LORE FOR LASER GUNS! LOOOORE! Examine laser guns
closely and you might learn more about them.
balance: The new set of laser guns come with brand new sprites.
/🆑
---------
Co-authored-by: StaringGasMask <62149527+Exester509@users.noreply.github.com>
## About The Pull Request
This adds more trash:
- Paper
- Empty cigarette packs
- Empty lighters
- Empty food containers from snacks
- Empty can containers
- Unarmed mousetraps
- Cut wire
- Broken plates
- ~~Empty bowls~~
This slightly tweaks some existing values to make things feel fresh.
Also adds a unit test to enforce trash food types to be added to the
trash spawner.
## Why It's Good For The Game
The more trash we have, the less we'll feel bad about being garbage
players.
## Changelog
🆑
qol: More types of garbage (empty lighters, empty cigarette packs, empty
food, etc.) have been added to the trash spawner.
qol: Paper plane added to the paper spawner, which is now used in the
trash spawner.
/🆑
## About The Pull Request
This is was created because I found several rare and exciting canisters
in game and then finding out there is no way to actually construct the
vendor they belong to!...
<img width="768" height="385" alt="image"
src="https://github.com/user-attachments/assets/70261cea-daaf-41df-a212-21cef6d6bd0c"
/>
### This PR:
* Makes all noteable vendors constructable, if you have the canister.
* Adds canisters to syndismokes, syndiechem, liberation station,
magivend, shambler's juice and bombuddy
* Replaces the old tptally random canisters spawner, with a variety of
spawners weighted for power and split according to different themes.
* Adds the new main canister spawner to maint.
### Spawner weights
The random canister spawner from maintenance has a:
* **93,5%** chance to spawn a common station vendor refill(with weights
for wardrobes being somewhat reduced.)
* **6%** chance to spawn a rare and special vendor refill.
* **0.5%** chance to spawn a oddity level., super powerful vendor
refill.
## Why It's Good For The Game
One must never place a filled canister in maint if it isn't going to be
constructed It's wrong to make promises you don't mean to keep.
## Changelog
🆑
add: Nearly all notable vendors are now constructable if you have the
canister.
add Added refill canisters for syndiesmokes, liberation station,
magivend, bombuddy 3000, shambler's juice and syndichem.
add: Random vending refill canisters now have a chance to spawn in
maint.
image: Robco Toolmaker and Centdrobe canisters have new sprites.
/🆑
## About The Pull Request
Gets, yet again, more granular with multiload capabilities, by
introducing `AMMO_BOX_MULTILOAD_OUT_LOADED`; ammo boxes flagged with
this can speed-load ammo boxes that are currently inside another gun,
like revolver cylinders or internal magazines.
To accomodate for this, the previous flag that covered this,
`AMMO_BOX_MULTILOAD_OUT` can no longer speedload into currently loaded
magazines (e.g. internal magazines, including revolver cylinders).
Also implements a base type for speedloaders, moving .38 and .357
speedloaders along with .310 stripper clips to this type, instead of
being ammo boxes. Also features an UpdatePaths script for mappers, which
is why there's so many files touched - repathing is a pain.
Also also adds fancy types for ammo boxes, magazines, and speedloaders,
which isn't particularly player-facing.
Also also also makes the lionhunter ammo strip for the lionhunter rifle
visually three rounds only instead of being perpetually half-full (or
half-empty, depending on your pessimism).
## Why It's Good For The Game
The hypothetical case of "ammo box that holds shotgun ammo" should
probably... not... teleport as much of its ammo as possible into a
tube-fed shotgun, but should probably still be okay at reloading
magazines that actually go into shotguns. Or something.
More relevant, reloading BR-38 magazines with speedloaders, while funny,
probably also shouldn't be teleporting in six fresh rounds.
## Changelog
🆑
balance: General ammo boxes (not speedloaders, not stripper clips) can
no longer multiload into currently loaded magazines (revolver cylinders,
internal magazines).
balance: Speedloaders are now a separate type from ammo boxes, and can
only multiload into currently loaded magazines e.g. revolver cylinders.
qol: Ammo boxes, magazines, and speedloaders now have fancier types for
spawning in by admins.
sprite: Lionhunter ammo clips are visually smaller now.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## 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
sand blocks existed for the only purpose of making sand available as a
material. However, the only method to get them was pretty whimsical and
the existence of the feature wasn't really conveyed to the player, which
involves rinsing regular sand in a sink... and before you ask, we also
have sandstone, which can be crafted just by using the sand in hands, no
water involved. In fact, the sand blocks use the same sprites for
regular sandstone, except they have no recipes associated to them,
nothing! Nada!
Let's address the elephant in the room: We already have sand, however
said sand already has the glass material attached to it even before
being smelted, so if you put sand into the Autolathe, you get glass,
yay. Sand blocks really only existed to make up for the shortcoming of
whoever coded the sand material at the time.
But enough ranting. As the title says, sand is now made of sand, sand
blocks are kill. I've been careful enough to give the ORM the ability to
smelt gathered sand into glass beforehand, so miners won't curse me for
making them _actually_ use the smelter for once, "I will rather die to a
goliath than have anything to do with that". However, this still means
you cannot shove sand directly into lathes and expect glass out of it.
Get a welder.
## Why It's Good For The Game
## Changelog
🆑
balance: sand is now made of sand and not glass. Get a welder if you
plan to shove it into a protolathe.
del: Removed now useless sand blocks.
/🆑
## About The Pull Request
- Fixes#88595
Cargo's gift giving was so bad it landed them on Santa's _very_ naughty
list. The ~cargo techs~ elves in charge were handing out game breaking
equipment.
This closes a loophole that allowed players to spam dumpsters during the
Christmas event for gifts that could contain admin tools and other debug
loot. I've removed Christmas presents (and holiday items) from the
dumpster spawns to put a stop to this.
## Why It's Good For The Game

Players were using the cargo system to purchase and dumpster dive
endlessly for OP shit. During the Christmas event, these dumpsters had a
high chance of spawning the special `/anything` gifts, which can contain
literally any item in the game, including admin tools and debug
equipment. This exploit bypassed the intended rarity of these items,
which were meant to be one-time, limited gifts from Santa's bag or the
Christmas tree.
## Changelog
🆑
fix: Santa has put cargo in his very naughty list for spam producing his
presents by dumpster diving. This fixes Christmas presents (and other
holiday items) from spawning inside dumpsters.
/🆑
## About The Pull Request
<img
width="612" height="185" alt="dreamseeker_SNMvxqCRiR"
src="https://github.com/user-attachments/assets/1d3103e9-edc1-4e50-8793-c8c2ace53aea"
/>
This is a small expansion to narcotics, their production, and presence
in the game! For my esteemed Terry and Manuel/Sybil sector colleagues
I've added:
- 2 new solid drug items: **crystal meth and opium**!
- A **precipitation reaction** for meth after it's been cooled,
producing a solid crystal form, 2u sulfuric acid, 10u meth. **Above 90%
purity, the meth will gain an increasingly blue tint!**
- A production method for opium! Slice a well developed poppy pod with
any sharp item, **before it's fully mature and flowered** to extract a
small amount of opium to enjoy! It's a small container for morphine. Can
be pressed together to combine the concentrations up to 10u, as each
extraction contains trace amounts. Scales off poppy's potency.
- Populated narcotics/contraband spawners with new items, and items that
really should have been on there.
- Added a brand new smoking apparatus, the glass pipe! Can be crafted.
Fixed the transparent pixel.
- **Fixed methsplosions so that now spacemen can finally smoke meth
without exploding!!!** Omegaweed too. Normal methsplosions are
untouched!
- **Expanded the ability for players to insert all drug items into
pipes**, so now players can smoke moon rocks, SaturnX, and my new items!
Previously, only 'dried' items were.
- Fentanyl patch box for narcotics spawner, also for a new ruin I've
made.
- **Expanded these changes to the black market uplink.**
<img width="640" height="256" alt="demo"
src="https://github.com/user-attachments/assets/c8a0eb2c-b0fa-4e70-b6c1-2e741cd170a2"
/>
Now, players can precipitate meth into a solid form, and produce opium.
I added a lot of these substances and the ones that didn't exist into
spawners that they were partially in, or could reasonably be in. The
opium poppy extraction required a new variable that can be used for
similar interactions too. Crystal sprites are transparent, smoked sprite
has a nice little animation and glow.
These items are now on the black market uplink, in both expensive dealer
shipments of varying rarities for different narcotics, as well as
personal use quantities on a different rotation, at a steeper price.
Expanded randomized spawners to give the black market and ruins more
teeth and edge, without adding another weapon.
Credit to the moon rock guy, I'm just happy I made your stuff smokable!!
<img width="219" height="201" alt="dreamseeker_N8x9bsN3kS"
src="https://github.com/user-attachments/assets/64d23c27-92b9-423b-91ac-903b8476d0b4"
/>
tl;dr added opium and meth
## Why It's Good For The Game
For **too long**, narcotics, chems and stims have been mere integers or
buffs/debuffs in pills or syringes, so I introduced two new methods for
making them and populated niche, criminal vectors with them. These are
real items now, with more interactions. Allowing these to be smoked also
allowed moon rocks and SaturnX to be smoked too, including them into
this and enticing players to have another reason to make them as well.
Buffs with drawbacks, addictions and problems are actually great.
It's a new venue for flavor. I've put thought into the balance for
addition and quantity. It'll add a criminal, or exotic tone to a round,
provide new business opportunities, and new access to stims and chems
without going over the top. Perhaps something peaceful antagonists can
do. More proverbial floor pills give security or command something to
selectively enforce, and absolutely provide novel opportunities for
medical staff!
Also, methsplosions now don't happen in cigarette items! You can smoke
omegaweed without fucking dying!
## Changelog
🆑
add: Added meth, opium, and their production! Also added to black market
uplink.
add: Added a craftable glass pipe.
add: Added to contraband spawners.
qol: Can now insert any drug item into a pipe.
fix: Spacemen can now smoke meth without exploding!!
/🆑
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
## About The Pull Request
Fixes#92188
1. The Accounting console now has a new UI
<img width="757" height="486" alt="image"
src="https://github.com/user-attachments/assets/0c6ce73f-ae1c-4a54-b6ba-bcc3b3232d13"
/>
2. The Accounting console can now dish out advances on paychecks, giving
you for full paycheck early. You can give up to 3 advances. This of
course means your next paycheck is not paid out when relevant.
3. The Accounting console can now change paycheck sizes of crewmembers -
up to 1.5x and down to 0.5x.
## Why It's Good For The Game
- Gives the HoP some more duties, now being able to dish out money on
request, reward good behavior, or punish bad behavior.
## Changelog
🆑 Melbert
add: Accounting Console: New UI!
add: Accounting Console: Now can give advances to crewmembers
add: Accounting Console: Can now give pay raises or pay cuts
add: Accounting Console: Now only printable in the security lathe
add: Accounting Console: A spare board is now now found in secure tech
storage.
fix: Fix vending machines adding payments to audit log twice.
fix: Non-crewmembers are no longer shown in the accounting console
/🆑
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
## About The Pull Request
Adds a number of new capabilities to glitter.
- It can be any colour.
<img width="657" height="398" alt="image"
src="https://github.com/user-attachments/assets/60e80c04-8eee-470c-8953-47f6eda9f83e"
/>
- It can be made in chemistry and dyed by combining it with acetone and
other reagents to give it the average colour of the non-glitter,
not-acetone reagents.
- Multiple colours can be mixed into one reagent datum, randomly
depositing a colour from those in the datum on the floor.
<img width="554" height="507" alt="image"
src="https://github.com/user-attachments/assets/9cc7d1d5-9bec-4b28-af06-310ffb24de49"
/>
- Anyone with glitter reagent in them will cough glitter onto the floor
- Glittery crates will leave a trail of appropriately coloured glitter
when moved
<img width="960" height="259" alt="image"
src="https://github.com/user-attachments/assets/71cc1176-23f9-4ae7-b500-1744b752c014"
/>
Resprited glitter to support these changes and make it not look like gas
(or ass).
## Why It's Good For The Game
It looks cool and raises the bar for chemists maximally pissing off the
janitor as they fill a room with multicoloured glitter and all the
occupants run off to cough more up all over the surrounding area.
## Changelog
🆑
add: Glitter can now be made from plastic polymers and aluminium.
add: Plastic polymer can be made at any temperature, and then heated to
produce sheets.
add: Glitter can now be made any colour, mix 10 units each of glitter
and acetone to change its colour to that of the other reagents in the
beaker.
add: Mixing different colours of glitter will cause a random selection
of those colours to appear on the floor when released.
add: Being exposed to glitter in reagent form causes you to cough up
more glitter onto the floor
add: Dragging glittery crates will now spread a trail of glitter and
angry janitors behind them.
image: Added new glitter sprites (that don't look like gasses)
/🆑
## About The Pull Request
Adds a number of new capabilities to glitter.
- It can be any colour.
<img width="657" height="398" alt="image"
src="https://github.com/user-attachments/assets/60e80c04-8eee-470c-8953-47f6eda9f83e"
/>
- It can be made in chemistry and dyed by combining it with acetone and
other reagents to give it the average colour of the non-glitter,
not-acetone reagents.
- Multiple colours can be mixed into one reagent datum, randomly
depositing a colour from those in the datum on the floor.
<img width="554" height="507" alt="image"
src="https://github.com/user-attachments/assets/9cc7d1d5-9bec-4b28-af06-310ffb24de49"
/>
- Anyone with glitter reagent in them will cough glitter onto the floor
- Glittery crates will leave a trail of appropriately coloured glitter
when moved
<img width="960" height="259" alt="image"
src="https://github.com/user-attachments/assets/71cc1176-23f9-4ae7-b500-1744b752c014"
/>
Resprited glitter to support these changes and make it not look like gas
(or ass).
## Why It's Good For The Game
It looks cool and raises the bar for chemists maximally pissing off the
janitor as they fill a room with multicoloured glitter and all the
occupants run off to cough more up all over the surrounding area.
## Changelog
🆑
add: Glitter can now be made from plastic polymers and aluminium.
add: Plastic polymer can be made at any temperature, and then heated to
produce sheets.
add: Glitter can now be made any colour, mix 10 units each of glitter
and acetone to change its colour to that of the other reagents in the
beaker.
add: Mixing different colours of glitter will cause a random selection
of those colours to appear on the floor when released.
add: Being exposed to glitter in reagent form causes you to cough up
more glitter onto the floor
add: Dragging glittery crates will now spread a trail of glitter and
angry janitors behind them.
image: Added new glitter sprites (that don't look like gasses)
/🆑
## About The Pull Request
Adds Anti-Cannabis, or "Anti-Weed", a mutation of Cannabis which
contains Naloxone, Antihol, and Diphen-Synaptizine
These three chemicals will purge like 90% of all addictive substances
and their side effects (at the cost of negative mood and some tox
damage)

## Why It's Good For The Game
I thought it'd be really funny if a botanist offers you a smoke, you get
super high, and then to help they offer you another smoke
## Changelog
🆑 Melbert
add: Anti-cannabis mutation
/🆑
## About The Pull Request
Adds Anti-Cannabis, or "Anti-Weed", a mutation of Cannabis which
contains Naloxone, Antihol, and Diphen-Synaptizine
These three chemicals will purge like 90% of all addictive substances
and their side effects (at the cost of negative mood and some tox
damage)

## Why It's Good For The Game
I thought it'd be really funny if a botanist offers you a smoke, you get
super high, and then to help they offer you another smoke
## Changelog
🆑 Melbert
add: Anti-cannabis mutation
/🆑
## About The Pull Request
Resprites the maid uniform and maid headband using GAGs.
Combines maid neckpiece, gloves, and corset into the main outfit.
Removes standalone maid neckpiece, gloves, and corset.
Adds maid uniform and headband inhands.
stock option in black
custom colors as example

## Why It's Good For The Game
Updates the sprite to be more inline with our current clothes.
Makes the sprite in-game player customizable.
## Changelog
🆑
image: resprites the maid uniform and headband using GAGs
del: removes standalone maid neckpiece, gloves, and corset
/🆑
---------
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
## About The Pull Request
Renames the schoolgirl costume to seifuku, the japanese name for sailor
style uniforms.
Resprites the uniform using GAGs.
Adds an 'adjust' style for the uniforms(rolled sleeves).
Tweaks the stock uniform colors from blue, red, green, and orange to
blue, red, teal, and tan.
stock options
blue, red, teal, tan. long sleeve/short sleeve

custom colors as example
+anyone sad about the sailor moon reference being replaced with more
basic colors dont worry you can still make them :)

## Why It's Good For The Game
Updates the sprite to be more inline with our current clothes.
Makes the sprite in-game player customizable.
## Changelog
🆑
image: resprites the schoolgirl outfit using GAGs
/🆑
## About The Pull Request
Resprites the maid uniform and maid headband using GAGs.
Combines maid neckpiece, gloves, and corset into the main outfit.
Removes standalone maid neckpiece, gloves, and corset.
Adds maid uniform and headband inhands.
stock option in black
custom colors as example

## Why It's Good For The Game
Updates the sprite to be more inline with our current clothes.
Makes the sprite in-game player customizable.
## Changelog
🆑
image: resprites the maid uniform and headband using GAGs
del: removes standalone maid neckpiece, gloves, and corset
/🆑
---------
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
## About The Pull Request
Renames the schoolgirl costume to seifuku, the japanese name for sailor
style uniforms.
Resprites the uniform using GAGs.
Adds an 'adjust' style for the uniforms(rolled sleeves).
Tweaks the stock uniform colors from blue, red, green, and orange to
blue, red, teal, and tan.
stock options
blue, red, teal, tan. long sleeve/short sleeve

custom colors as example
+anyone sad about the sailor moon reference being replaced with more
basic colors dont worry you can still make them :)

## Why It's Good For The Game
Updates the sprite to be more inline with our current clothes.
Makes the sprite in-game player customizable.
## Changelog
🆑
image: resprites the schoolgirl outfit using GAGs
/🆑
**We all like a little flavor, and a new brand in the sector promises a
dark smoke, questionable trace compounds, and the robust flavors of
maintenance...**

## About The Pull Request
I've added a new brand of cigarettes! Mainthol greys, now available in
hacked cigarette vending machines for an immodest sum, hand rolled &
grown in the Sybil sector. The syndicate stock some stolen surplus too.
The goal was to create another nice little flavor item, a compliment to
grey bull and other maintenance loot.
<details>
<summary>Chemical contents in code, for the joy of discovery!</summary>
```
1u oculine is in every cigarette, an imperceptible buffer against the
welder harming an enterprising assistant's eyes.
Extremely trace amount for cigarette microdosing.
Each cigarette has a 40% chance to have an extra reagent from a list of
14 minor toxins, drugs, and things like glitter.
They're inconsequential via cigarette, but still noticed and
experienced.
```
</details>
I tested these bad boys extensively, blending them, ate them, blinded
myself with a welder, spammed a health analyzer while smoking to gauge
chemicals and ensure intended effects are noticed and add a nice je ne
sais quois.
**Our sprites!**

## Why It's Good For The Game
It's an extra little flavor item with a couple simple surprises to spice
up your assisting.
## Changelog
🆑
add: Added a new brand of cigarettes to hacked & syndicate vending
machines+spawner list.
/🆑
---------
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
## 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
/🆑
**We all like a little flavor, and a new brand in the sector promises a
dark smoke, questionable trace compounds, and the robust flavors of
maintenance...**

## About The Pull Request
I've added a new brand of cigarettes! Mainthol greys, now available in
hacked cigarette vending machines for an immodest sum, hand rolled &
grown in the Sybil sector. The syndicate stock some stolen surplus too.
The goal was to create another nice little flavor item, a compliment to
grey bull and other maintenance loot.
<details>
<summary>Chemical contents in code, for the joy of discovery!</summary>
```
1u oculine is in every cigarette, an imperceptible buffer against the
welder harming an enterprising assistant's eyes.
Extremely trace amount for cigarette microdosing.
Each cigarette has a 40% chance to have an extra reagent from a list of
14 minor toxins, drugs, and things like glitter.
They're inconsequential via cigarette, but still noticed and
experienced.
```
</details>
I tested these bad boys extensively, blending them, ate them, blinded
myself with a welder, spammed a health analyzer while smoking to gauge
chemicals and ensure intended effects are noticed and add a nice je ne
sais quois.
**Our sprites!**

## Why It's Good For The Game
It's an extra little flavor item with a couple simple surprises to spice
up your assisting.
## Changelog
🆑
add: Added a new brand of cigarettes to hacked & syndicate vending
machines+spawner list.
/🆑
---------
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
## 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
Adds bloodroaches.

These are cockroaches that have gorged themselves on blood in
maintenance. They're very gross!

Splatting one causes an explosion of blood all around the death
perimeter, splashing both turfs and mobs with blood.
They have a 1% chance of spawning in place of normal roaches.
They also spawn in:
- Abandoned crates, replacing the 30 roaches with 30 bloodroaches.
- As backup anomalous crystal possession targets.
- Grimy fridges
Added a trait given to things killed by pest spray, used to check on
death explosion for bloodroaches.
Changed roach spawns in maps to use mob spawners, so I can replace them
with bloodroaches 1% of the time.
## Why It's Good For The Game
Splatting a random roach in maintenance that explodes into blood sounds
hilarious. It also adds janitorial depth by requiring pest spray to
carefully eliminate these pests
## Changelog
🆑
add: Added bloodroaches, a rare variant of cockroaches that explode into
a shower of blood when squashed.
/🆑
Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.
- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.
- Closes#91039
A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


Prettier (an auto formatter) is set to only run within the tgui folder
currently. This removes that limitation, allowing it to automatically
format all supported files in the repo (.js, .html, .yml
[etc](https://prettier.io/docs/))
I made a few exceptions for bundled and generated files
I'm of the opinion that code should look uniform and am lazy enough to
want CTRL-S to format files without having to think beyond that
## About The Pull Request
Adds bloodroaches.

These are cockroaches that have gorged themselves on blood in
maintenance. They're very gross!

Splatting one causes an explosion of blood all around the death
perimeter, splashing both turfs and mobs with blood.
They have a 1% chance of spawning in place of normal roaches.
They also spawn in:
- Abandoned crates, replacing the 30 roaches with 30 bloodroaches.
- As backup anomalous crystal possession targets.
- Grimy fridges
Added a trait given to things killed by pest spray, used to check on
death explosion for bloodroaches.
Changed roach spawns in maps to use mob spawners, so I can replace them
with bloodroaches 1% of the time.
## Why It's Good For The Game
Splatting a random roach in maintenance that explodes into blood sounds
hilarious. It also adds janitorial depth by requiring pest spray to
carefully eliminate these pests
## Changelog
🆑
add: Added bloodroaches, a rare variant of cockroaches that explode into
a shower of blood when squashed.
/🆑
## About The Pull Request
Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.
- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.
- Closes#91039
#### Examples
A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


## About The Pull Request
Prettier (an auto formatter) is set to only run within the tgui folder
currently. This removes that limitation, allowing it to automatically
format all supported files in the repo (.js, .html, .yml
[etc](https://prettier.io/docs/))
I made a few exceptions for bundled and generated files
## Why It's Good For The Game
I'm of the opinion that code should look uniform and am lazy enough to
want CTRL-S to format files without having to think beyond that
## Changelog