Commit Graph
1929 Commits
Author SHA1 Message Date
Maia 8a01d69e7e Various upstream related fixes 2026-08-14 19:44:53 +02:00
Alexis 88e84645b1 Merge commit '6b52b564a50e4f3091470529c683587e5de15d49' into upstream-sync-7-22-2026 2026-07-22 13:39:09 -04:00
antropodandGitHub 495b9b40de Fix for material tiles not having material after prying and placing back (#96944)
## About The Pull Request

Fixes bug with material tile having no materials after you pry it and
place it back.

Bug was introduced in #92620, found by bisection. Proc
`/obj/item/stack/apply_material_effects(list/materials)` was
[deleted](https://github.com/tgstation/tgstation/pull/92620/changes#diff-0c7456c96a956e2de9c4962ab9dba27fda208421cc48f9aca97b7cad6dc9ed43L163-L167)
in that PR by mistake or by oversight, so when you pry the tile,
`mats_per_unit` is null.
This PR brings back that proc, fixing the bug.

## Changelog

🆑
fix: Fixes material tiles not having material after prying and placing
back.
/🆑
2026-07-13 14:17:16 +02:00
ba0ac8ef92 Fixes golem hard delete (#96921)
## About The Pull Request

<img width="1021" height="662" alt="image"
src="https://github.com/user-attachments/assets/51a98276-68bd-444a-8154-e9da2bdc5534"
/>

This occasionally can runtime in its `Destroy()`, which will cause hung
refs

## Changelog

Not player-facing

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2026-07-12 23:08:45 +02:00
JacquerelandGitHub 2cf56ab1e1 Allows gorillas to kill themselves with items (#96736)
## About The Pull Request

This PR moves most of the code for using an item to commit suicide from
`human` to `living`, so that anything with hands can use what it is
holding to commit suicide.
This was surprisingly painless, as most `suicide_act` procs were already
written without the assumption that the person killing themselves was a
human even though they couldn't be anything else.

This might occasionally mean that in some cases (like drones) it may
reference anatomy that they don't have (like necks) but I think that's
not a big deal and don't worry about it.

## Why It's Good For The Game

It's funny.

## Changelog

🆑
balance: Anything with hands can now use the things it is holding to
commit suicide
/🆑
2026-07-09 16:55:53 +02:00
SmArtKarandGitHub 3f3b569c65 Makes crusher trophies craftable, reworks icewing/magmawing/blaster tube trophies (#96670) 2026-07-07 07:58:38 +10:00
GhomandGitHub 6eb2d1674a Implementing materials checks for techweb designs. (#96257)
## About The Pull Request
In similar fashion to what was done with crafting recipes last year,
this year it's time for techweb designs and printed items to be audited.
This is mostly just about consistency, we've a lot of items that can be
printed by protolathes, autolathes, circuit printers and techfab etc.
However they almost all (except most stacks, mainly) have custom
materials that do not match in one way or another with the materials
used by the design, which is what this PR is for.

"But items printed from lathes etc. already get the mats used to make
them." Yes, they do, however that isn't the case for items of the same
type that were spawned in some other way (cargo shuttle, space/maints
loot, mapped, admins), this create a subtle discrepancy. It isn't a huge
deal (in spite of the size of this PR, ton of designs), but given that I
have done something similar with crafting recipes before, I may as well
give it a second arc of some sort and bring things to completion. And
fix a few possible oversights.

TL;DR consistency and stuff

## Why It's Good For The Game
Consistency, unit test checks to make it harder not to be consistent in
the future. Still has a few TODOs like:

- [x] Fixed newly printed, fully charged RCDs costing less than the RCD
cartridges required to fully charge one. EDIT: I had to tweak the newly
added RDD as well because it suffered from the same fundamental issue.
- [x] Fixed plates being made of iron and yet shattering like ceramic
ones. A new subtype for metallic ones has been made.

## Changelog

🆑
refactor: Refactored a few things with techweb designs (the ones for
autolathes, protolathes, circuit printers, mechfabs etc.) to make sure
that the materials of items that can be made from these designs more
closely match the materials used to make them.
fix: Lizard fries no longer need a plate to be made, like all other
treats that used to require plates in a distant past.
balance: Tweaked the materials cost of RCD, RDD and RCD cartridges.
image: Oven trays now have a more metallic hue.
balance: Plates printed printed from lathes won't shatter like ceramic
ones, in virtue of them being made out of iron instead.
/🆑
2026-07-06 00:13:02 -07:00
JacquerelandGitHub ec3e8a90cd Rebalance the work camp again (#96731)
## About The Pull Request

People had been noting that it was taking longer to pay off a 1000 point
gulag sentence than expected, because we made some changes to mining and
forgot to update it

So now:
- There are ores in the walls again (iron, plasma, silver, and gold)
- Materials are now worth a variable amount of points (iron = plasma <
silver < gold)
- Boulders mined from the walls pop into a large amount of the kinds of
ores you can mine
- Boulders dragged out of the infinite use "work pit" contain a
guaranteed large amount of iron

The upshot of these changes are:
- You can pull 14 boulders out of the hole for a guaranteed time spent
of about 6 and a half quite boring minutes to guarantee finishing your
sentence (if you know exactly what you are doing and optimise it,
probably a bit longer for many people)
- You can mine the walls for ore at the mercy of RNG, you will _likely_
be done in about 5 minutes of mining if you're an early sentence and
obviously it gets harder the more people have already mined out the ores

I aimed for about 5 and 6 minutes as a target because of a combination
of travel time, the fact that you need to actively do something, and
because of the weather.
Remember that's only 5 or 6 minutes actually doing _mining_ (or...
watching progress bars and repeatedly falling over), doesn't include
variations in skill or luck, being hustled into the teleporter, suiting
up, processing the ores, summoning the shuttle, taking the ores to the
shuttle, and an ash storm if you're unlucky. So all around, probably
adds up to be reasonably close to a 10 minute brig timer.

We all know most people given a 1 point sentence are just going to kill
themselves anyway.

Also I moved some lightbulbs in the mining station work camp area
because you couldn't see some of the important tiles and it was annoying
me

## Why It's Good For The Game

We advise players that 1000 points in the work camp is work about a 10
minute brig sentence and this is basically ban-baiting from our policy
page if it's not actually true

## Changelog

🆑
balance: Adjusted the values of ores from the work camp to make a 1000
point sentence closer to a 10 minute brig timer
map: Moved some lightbulbs around in the work camp so you can see the
bars getting printed
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->
2026-07-03 12:05:50 +02:00
MrMelbertandGitHub 62ad8d3520 Allows arbitrary/custom/"unlimited" bodypart overlay layers (#96684)
## About The Pull Request

`EXTERNAL_FRONT`, `EXTERNAL_ADJACENT`, and `EXTERNAL_BEHIND` are no
longer bitflags
Instead they are strings, that correspond to the sprite's icon state's
postfix ie `wings_FRONT` / `wings_ADJ`

Bodypart overlays now define their layers in terms of `postfix` to
`rendering layer`
For example wings are defined as:
```dm
	layers = list(
		EXTERNAL_FRONT = BODY_FRONT_LAYER,
		EXTERNAL_ADJACENT = BODY_ADJ_LAYER,
		EXTERNAL_BEHIND = BODY_BEHIND_LAYER,
	)
```
Which translates to
```dm
	layers = list(
		"FRONT" = 2.5,
		"ADJ" = 22.9,
		"BEHIND" = 32.2,
	)
```
## Why It's Good For The Game

What does this mean?

One, you are no longer constricted to the three existing layers when
adding a bodypart overlay. You can decide to put it on whatever layer
you need...
```dm
	layers = list(
		"FRONT" = 2.4, // I specifically need this to render above other front overlays!
	)
```

Two, you can easily add a new layer without needing to mess with core
bodypart code at all
```dm
	layers = list(
		"FRONT_HIGHER" = 2.4, // I need a special layer
		"FRONT" = 2.3, 
	)
```

Three, you don't have to use the `EXTERNAL_FRONT` `EXTERNAL_ADJACENT`
etc. at all if you don't want to. You can organize your layers however
you want...
```dm
	layers = list(
		// I can make my icon states `wings_top` and `wings_bottom` instead of `wings_FRONT` and `wings_BEHIND` to make it easier to parse
		"top" = BODY_ADJ_LAYER, 
		"bottom" = BODY_BEHIND_LAYER, 
	)
```

Ultimately, this makes it a ton easier to work with bodypart overlays,
as you no longer need to learn what FRONT/ADJ/BEHIND means. You can just
add your sprites and define your layers and you're done

## Changelog

🆑 Melbert
refactor: Surprise, a follow up refactor to species part rendering,
report any oddities with them (wings/snouts/tails/etc)
/🆑
2026-07-02 11:41:31 +02:00
Leland KembleandGitHub b3c74dca2d Moves a plethora of things from attackby() to item_interaction() (#96726)
## About The Pull Request

50 files. Sorry about that, I was faster today. Just merge without
looking, it'll be fine.

This is the end of `/machinery/` & `/stack/` `attackby()`s(that aren't
actually meant for being attacked) when these are all merged.
Like, 200 left? I think? 

Also, this one will make light replacer reloading slightly more
difficult until whichever one converted the light replacer is merged.
If, for some ungodly reason, this one gets merged first.

Changes beyond conversion:

if a `/porta_turret_construct` somehow became anchored out of sync with
its construction steps, it's no longer softlocked
you can no longer place an infinite amount of blackboxes into the
blackbox recorder
a TTV will no longer keep its ghost on your back when you cut its wires
while wearing it
RCLs will properly update their appearance when initially given their
first coil
The creator of `robot_suit/attackby()` has been cursed to spend a
thousand years in the lake of fire

## Why It's Good For The Game

Now that all of these are remade, you can find bugs in them and then get
GBP for fixing them(not that my code would ever have bugs).

## Changelog
🆑

fix: It's no longer possible to softlock building a turret(if it ever
was)
fix: you can no longer stuff the blackbox recorder full with as many
blackboxes as you've somehow collected
fix: TTVs will no longer remain on your back as a ghost when you cut
their wire straps
fix: RCLs will now properly update their appearance when given their
first coil of cleaners
code: 50 files have been converted from attackby() to item_interaction()
/🆑
2026-07-02 06:10:46 +02:00
7f4171fd4d Adds bodyshape arg to a lot of missing spots, generalizes 'wear_digi_version', adds female gender shaping to digi sprites (#96633)
## About The Pull Request

Adds female gender shaping to digi species (such as lizards), for the
top half only.

<details><summary>Shown here</summary>

<img width="337" height="464" alt="dreamseeker_HhKjfrmJ1f"
src="https://github.com/user-attachments/assets/a5a57580-6798-40e4-925c-b3a63e0e540e"
/>

</details>

Also just adds a bunch of bodyshape args now that we are passing that to
the clothing rendering. This will help with anything where you want
unique digi handling for any specific items. Also fixes some missing
args and even improper args in some of these proc overrides.

## Why It's Good For The Game

Makes things more convenient for coders. Adds some more customization
options for feminine lizardfolk.

## Changelog

🆑
code: bodyshape is now accessible in build_worn_overlays() and similar
procs.
image: lizards now have support female gender shaping for their suits
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2026-06-30 20:02:53 +00:00
CabinetOnFireandGitHub bc37a8da97 Fixes inverted do_after on shiv crafting (#96698)
## About The Pull Request

flips do_after that was succeeding on do after failure

fixes #96688 

## Why It's Good For The Game
fix bug

## Changelog

🆑
fix: Crafting shivs no longer inverts the do_after check
/🆑
2026-06-29 19:00:34 +02:00
MrMelbertandGitHub 21ea64aec5 Height and minor bodypart overlay refactor (#96570)
## About The Pull Request

### Main changes

Height is no longer applied in `apply_overlay`

There is now a proc titled `apply_height()` which is passed an
appearance and a body area, and handles either applying a filter or
adjusting the offset of the appearance up or down

`apply_height` is now called directly when applying item appearances
(ie, `update_worn_x`)
`apply_height` is also called directly in `get_limb_icon` (as height is
included in limb render keys).

### Other changes

Bodypart overlays were cleaned up a bit. You can now apply and remove
bodypart overlays directly with just the typepath, which is a bit more
convenient.

Bodypart textures were split into a separate type. Previously, textures
relied on insertion order to be "correctly" added (any bodypart overlays
added later would not be modified by the bodypart texture). Now

Fixed a bug with cybernetics while I was there. They reskin by changing
DMI so they needed to have their DMI included in their render keys.

## Why It's Good For The Game

This allows us to be more specific and less wasteful about applying
height filters and whatnot - We can now specify whether certain overlays
are offset or given a filter.

For example: In the past, horns and frills were filtered solely because
they were attached to the head and the head was filtered.
We couldn't independently say "Offsets the horns and frills, they don't
need filters".
But now, not only are we able to say "rather than filter the head, just
apply an offset", we can also say "horns and frills should be offset
rather than filtered".

TL;DR fixes the issue where horns or cat ears are cut off by height
filters, yippee.

## Changelog

🆑 Melbert
fix: Cybernetic reskinning should break less. 
fix: Horns and cat ears should be cut off less by height.
fix: Bodypart textures should apply more consistently. 
refactor: Mutant parts like moth wings, lizard tails, cat eats, etc.
have been refactored a tiny bit, report any oddities.
refactor: Bodypart textures were refactored a tiny bit, report any
oddities.
refactor: Refactored the way height works, report anything weird looking
things involving that.
/🆑
2026-06-27 10:28:43 +02:00
Roxy de4c3b255d Merge branch 'master' of github.com:tgstation/tgstation into upstream-2026-06-23 2026-06-23 15:51:55 -04:00
Leland KembleandGitHub 4e1c2d5154 Fixes runtime when creating a stack out of a stack with full hands with a stack below you (#96582)
## About The Pull Request

Stack's made, eaten by other stack the second it's created, tries to
initialize materials with an amount of 0, predictably runtimes. Don't
bother with materials if the stack's already eaten.

## Why It's Good For The Game

<img width="677" height="93" alt="image"
src="https://github.com/user-attachments/assets/79e6c8f0-b3e3-4b8d-9bcb-00974f3545f0"
/>

## Changelog
🆑

fix: fixed a runtime when creating a stack via another stack that's then
eaten by another stack when it's created

/🆑
2026-06-21 22:19:17 +02:00
SmArtKarandGitHub dd05552fe6 Refactors shards to item_interaction, fixes a runtime (#96465)
## About The Pull Request

What title says, shards would runtime when cutting cloth due to calling
the wrong proc (which wasn't needed in the first place, qdel already
drops the item)

## Changelog
🆑
fix: Fixed a runtime when cutting cloth with glass shards
refactor: Refactored glass shards to item_interaction
/🆑
2026-06-20 12:20:52 +02:00
antropodandGitHub 4a72162d07 Fix for material tiles and walls not having material when constructed from last item in the stack (#96404)
## About The Pull Request

Fixes #96244.
Problem was that when you use last item in the stack, the stack gets
qdel'd and the destructor is called. The destructor sets `mats_per_unit
= null` for the object, and when custom materials applied to tile/wall
it is null.
Bug was caused by #92620. I'm not gonna review 272 files from that PR to
see if I can delete that destructor, potentially breaking something
else, so this is a lazy fix for the annoying bug which is 6 months old.

## Changelog
🆑
fix: fixed material tiles and walls not having material when constructed
from last item in the stack
/🆑
2026-06-12 01:04:50 +02:00
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
1393FandGitHub 223a0d609d Removes remaining references to the flagellant robes (#96219) 2026-05-27 19:48:00 -04:00
+37 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00
7fa1e6a9f5 fixes resource duplication bug with material floor tiles (#95973)
## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/95962. Applies a
scaling to the resulting items mats_per_unit of a stack so, each item in
the stack has the correct material value.

Tested locally, now each material floor tile only gives 1/4 of a sheet
## Why It's Good For The Game

Bugfix.
## Changelog
🆑
fix: fixes material floor duplication
/🆑

Co-authored-by: pepe <john@john.com>
2026-05-13 09:14:22 +02:00
19c2327893 I promise It's Not Wallening™ + New Tile Variations (#5169)
## About The Pull Request

As the second half of
https://github.com/Bubberstation/Bubberstation/pull/4918, this pr is
apart of my effort to comprehensively resprite many common assets to be
more cohesive in style and whatnot.

The extra tile variations are just thrown in for more mapper freedom.
They're not deserving of an entire pr dedicated to them.

## Why It's Good For The Game

Skyrat's walls and windows are for the most part ripped from other
codebases. While they have done a serviceable job, their implementation
is not all encompassing and many variations of the standard
walls/windows they intend to replace are simply not accounted for
(namely indestructible variants).

Not to mention, with walls specifically, what has been implemented is
incredibly tedious to modify as they do not use automated icon cutting.
Instead, the dmi is manually built and false wall variations are added
to them.

On top of replacing almost every wall and window tile, walls that were
previously bereft of icon smoothing, now have the capability to do said
smoothing.

Also it's not wallening™.

## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>
<img width="2304" height="1600" alt="image"
src="https://github.com/user-attachments/assets/94c3ef7b-d754-4754-aac1-4ac36cc81086"
/>

The tile variations: 
<img width="1216" height="896" alt="image"
src="https://github.com/user-attachments/assets/cbc6707e-5258-4cbc-9a79-befaea5efb4e"
/>

<details>
<summary>Contextual Examples</summary>

**Station**
<img width="1216" height="960" alt="image"
src="https://github.com/user-attachments/assets/98357cc3-0b2b-4da4-b148-0aa8005b7efd"
/>
<img width="1216" height="960" alt="image"
src="https://github.com/user-attachments/assets/bef30efd-ae88-49f3-b706-fe34d1df97a7"
/>
<img width="1216" height="960" alt="image"
src="https://github.com/user-attachments/assets/933786f6-a6f8-4fab-b222-fbcef88a440f"
/>

**Centcom**
<img width="1216" height="960" alt="image"
src="https://github.com/user-attachments/assets/7c92c645-4fdb-4e05-91c3-100508fcf0da"
/>

**Shuttle**
<img width="1216" height="896" alt="image"
src="https://github.com/user-attachments/assets/3304c842-8bac-40b0-8024-7c6616717331"
/>

**Plastitanium**
<img width="1088" height="576" alt="image"
src="https://github.com/user-attachments/assets/cb252aab-b501-4218-bd0d-ab60492676a4"
/>
<img width="448" height="704" alt="image"
src="https://github.com/user-attachments/assets/434bceb2-4884-4d2a-826b-b524ec054a56"
/>

**Necropolis**
<img width="1216" height="960" alt="image"
src="https://github.com/user-attachments/assets/aed42870-c4a4-4255-9ff0-7544127469f5"
/>

**Assorted With Notes**

<img width="1216" height="704" alt="image"
src="https://github.com/user-attachments/assets/01f826ee-ca4d-44dc-bc9f-9057f71cb9ea"
/>
Many variations of wall replacements were not previously accounted for.
The most immediate one I could think of were the indestructible wooden
walls in the Ghost Cafe.


<img width="1216" height="960" alt="image"
src="https://github.com/user-attachments/assets/1ad067c3-840c-4f78-a24d-b597dfc34743"
/>
<img width="1216" height="960" alt="image"
src="https://github.com/user-attachments/assets/d0f44e35-46fe-4c38-865c-c3421a2c2282"
/>
The "interior" of many of the wall sprites were kept intentionally flat
and dark as to more convincingly sell perspective*.


<img width="382" height="318" alt="dreamseeker_Cy4kIapjp6"
src="https://github.com/user-attachments/assets/fa5bd972-4a44-4eef-9faf-8992a768f144"
/>

The standard walls are an exception to this rule as they need to be
readily apparent to unscrupulous ne'er-do-wells with mesons.

</details>
</details>

## Changelog

🆑 Robwo
add: Added new variations to small tiles and pod floors
image: Almost all of the wall and window sprites have been redone
image: The palette of wooden platforms now more closely match wooden
floors
image: New bronze table sprites
fix: Fixed rock wall sprites being incorrectly (un)colored
fix: Decal painter now sprays our override decals.
/🆑

---------

Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
2026-05-12 00:09:07 +02:00
SmArtKarandGitHub 2680aafa3f [MDB IGNORE] Lavaland Mineral Rework: Yapmining 2026 (#95682) 2026-04-20 10:52:59 -04:00
LucyandGitHub 79e7aa569e fixes up some math defines to use byond builtins instead of workarounds (#95652)
## About The Pull Request

this translates some various
- `FLOOR(x, 1)` -> `floor(x)`
- `CEILING(x, 1)` -> `ceil(x)`
- `SIGN(x)` define is gone, just uses the native BYOND `sign()` now.

Also, the `MODULUS` define is just a wrapper for the [BYOND `%%`
operator](https://ref.harry.live/operator/modulomodulo) now.

would be nice if someone double checked to make sure there's no
potential subtle oddities resulting from this.

## Why It's Good For The Game

These procs presumably did not exist whenever the defines were written -
and they are BYOND builtins, meaning it will just be, say, one `sign`
instruction, instead of two comparisons and a subtraction.

## Changelog

no player-facing changes
2026-04-13 15:32:42 +12:00
SmArtKarandGitHub 93ea8085cb Datumizes material effects, slots, and material spears (#95341) 2026-04-11 09:15:07 +10:00
TwaticusandGitHub c77e009876 Nugget Box Resprite + Nuggets/Wings/Fries Containers (#95537) 2026-03-28 18:33:53 -04:00
Leland KembleandGitHub 27cfcf45b4 Fixes being unable to use tape to secure limbs (#95475)
## About The Pull Request

Gives the `limb_applicable` component a third callback, `do_apply`, for
the sake of holding all the sleeping parts of the previous callback
`can_apply`, so that `can_apply` can be put in the signal part of the
component, fixing the mentioned issue.

## Why It's Good For The Game

fixes #95471
2026-03-25 16:31:33 -05:00
cebutrisandGitHub 1ea409105f Boxcutting wrapped packages returns less wrap (#95485)
## About The Pull Request

Currently, when you use boxcutters to cut open wrapped packages, you get
a full stack (25) of wrapping paper back, even though it takes at most 3
wrapping paper to wrap it in the first place, meaning you can make the
paper multiply infinitely. This PR changes that so you only get one
wrapping paper back.
## Why It's Good For The Game
If you use one wrap to wrap something, you should not get twenty five
wrap when unwrapping it
## Changelog
🆑
fix: Fixed an oversight with package wrapping
/🆑
2026-03-23 17:58:05 -04:00
MrMelbertandGitHub da64374423 Reverts "Add prosthetic limb" surgery to involve targeting limbs, rather than targeting chest. (Adds stumps) (#95252)
## About The Pull Request

- The `prosthetic replacement` surgical operation has been reverted to
be closer to how it used to work: The operation is done targeting the
limb that's missing

The change was made out of necessity, as surgical state was tied to
limbs - you had to operate on the chest to re-attach limbs because there
was no limb to operate on.

To circumvent that, I have done the unthinkable of adding stumps when
you are dismembered.

- Missing limbs are now represented as an invisible, un-removable,
un-interactable limb.

Making this change was not as difficult as originally anticipated, and
(at least surface level) seems to have broken very little.

Surprisingly little had to change to make this work. 

Direct accesses to `mob.bodyparts` was changed to `mob.get_bodyparts()`
with an optional `include_stumps` argument.
Similarly, `get_bodypart()` had an optional `include_stumps` added. 

This means we ultimately barely needed to change anything, and in fact,
some loops/checks were able to be streamlined.

## Why It's Good For The Game

- As mentioned, this change was out of necessity and was easily the
least intuitive part of the broader changes. Reverting it back to how it
used to work should make it far easier for people to pick up on, and
means we can cut out a bunch of bespoke instruction sets that I had to
include.

- The addition of stumps also adds a ton of future potential - code wise
it allows for stuff like better damage tracking (we can transfer damage
between limb <-> stump rather than limb <-> chest), and feature we can
do "fun" stuff like have stumps bleed on dismemberment that you can
bandage.

## Changelog

🆑 Melbert
del: "Add prosthetic limb" surgical operation has been reverted to be a
bit closer to how it used to work - you operate on the missing limb /
limb stump, rather than on the chest.
refactor: Missing limbs are now represented as limb stumps. In practice
this should change nothing (for now), as no features were rewritten to
make use of these besides surgery. Please report any oddities with
missing limbs, however.
/🆑
2026-03-20 14:32:41 +13:00
038707f0b1 Adds a Memory button to the UI & other HUD Changes (#95303)
## About The Pull Request

Revival of https://github.com/tgstation/tgstation/pull/91378 for renewed
effort of ruining the stat panel for everyone.

This PR does a few things to address issues I've had with the HUD in
hopes to bring reliance less upon the stat panel.

1. Adds a Memory button

<img width="133" height="169" alt="image"
src="https://github.com/user-attachments/assets/7f643882-5666-4099-9c68-5d6092a6d82c"
/>
<img width="134" height="169" alt="image"
src="https://github.com/user-attachments/assets/e7592ec3-ec3e-4afe-baa3-6d0e6d5d22c8"
/>

Potential alt icon, but I don't know if it's better
<img width="1322" height="115" alt="image"
src="https://github.com/user-attachments/assets/82cc6ad9-becd-4502-8b83-276b0ef6ed0d"
/>


2. Makes Alien, Animal & Borg HUDs more compact (This is uploaded before
Borg HUD icons were made)

Borg - Removed 'Store' button, now you left click your model to store it
(RMB to open/close), think of it more like a bag now.
<img width="1054" height="324" alt="image"
src="https://github.com/user-attachments/assets/5352a350-8f3e-4b3a-8634-929e2c9aa2f4"
/>


Alien
<img width="305" height="189" alt="image"
src="https://github.com/user-attachments/assets/c0f0b9f0-941a-405e-bdfd-4b5b46690fb6"
/>

Animals - Their HUDs now appear in the corner of the screen rather than
having the strange offset
<img width="202" height="168" alt="image"
src="https://github.com/user-attachments/assets/ddf26108-d930-4744-8ef5-17f981a3384b"
/>

I didn't touch gorilla, they still look weird.
<img width="732" height="181" alt="image"
src="https://github.com/user-attachments/assets/5c1534c3-7190-491d-8a1f-6fe51eebd9a2"
/>

2. Fixes borg numbers not showing up at the request of a user
<img width="701" height="312" alt="image"
src="https://github.com/user-attachments/assets/65464e15-8e31-41f8-b506-050fa27cebde"
/>

Closes https://github.com/tgstation/tgstation/issues/95163

I also added a rustle sound when you drop something as a borg so you
have an audio cue that you dropped something, sometimes as a borg I'll
drop something and think it disappeared, cause I didn't realize I
accidentally hit drop. This is a local sound, so it doesn't play to
anyone near you. Purely for feedback.

3. If you didn't notice, this de-hardcodes the UI for non-humans

UIs now respect your prefs for many more mobs now, pretty much only the
ones with unique special UIs (Alien, pAI, AI, Borg) will now respect
your prefs.

## Why It's Good For The Game

UIs make a bit more sense, takes Memories out of being only accessible
through the stat panel, allows your prefs to be respected more and makes
inventories a little more consistent through mob types.

If the stat panel is to be removed or made optional, we can't afford to
hide Memories through it because certain antagonists (see: nukies)
absolutely rely on it.

## Changelog

🆑 ttt, JohnFulpWillard
add: Added a Memory HUD to your UI. In case you didn't know, you get
memories of things happening around the station, or important antagonist
info such as the nuclear codes.
del: Removed Borg's "store" button, now the cyborg module will behave
more similar to a backpack (LMB to store, RMB to open/close)
fix: Borg material now properly displays how much materials they can
afford with their cell's charge.
qol: Your HUD prefs are respected on more mobs now.
qol: Improved the HUD of simple/basic animals, as well as Cyborgs, AIs,
pAIs and Xenomorphs.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2026-03-07 15:31:27 +01:00
GhomandGitHub 1337b0276b Fixed materials not being applied when crafting while holding just enough sheets (#95264)
## About The Pull Request
This will fix #95009. split_stack() calls qdel when the amount reaches
zero, and mats_per_unit is unset, so we shouldn't be accessing src for
materials logic here.

## Why It's Good For The Game
This will fix #95009.

## Changelog

🆑
fix: Fixed materials not being applied when crafting with stacks if said
stack is zero'd in the process.
/🆑
2026-02-27 18:17:05 -05:00
SmArtKarandGitHub b42ebeb4c2 Adjusts all get_temperature() accesses to compare it to a value (#95236)
## About The Pull Request

``get_temperature()`` returns a value in kelvins, not a boolean. Trying
to treat it as such will result in ***any*** item with a thermal value,
like condensers, being treated as a lighter.

## Why It's Good For The Game

Consistency, allows us to have actually functioning cooling items that
don't act like lighters all the time.

## Changelog
🆑
fix: Condensers can no longer be used to ignite things
/🆑
2026-02-24 21:05:44 -05:00
MrMelbertandGitHub c573ce0bd3 Vault outputs siphoned credits in space cash (#95238)
## About The Pull Request

Siphoned credits from the vault are printed in space cash, rather than
in a holochip

Higher denominations are prioritized, so 2900 credits -> 1000 + 1000 +
500 + 200 + 100

## Why It's Good For The Game

I think it's slightly more flavorful for people heisting the vault to be
given bricks of cash rather than a single chip

Mechanically it changes very little as they are interchangeable 

## Changelog

🆑 Melbert
add: Cerdits siphoned from the vault are output as space cash rather
than as holochips
/🆑
2026-02-23 17:46:29 -05:00
SmArtKarandGitHub a3498fdcd7 Material Science 1: A bunch of math (#95090) 2026-02-22 16:53:51 +11:00
SmArtKarandGitHub 6803c8a053 Fixes tapes being invisible (#95193)
## About The Pull Request

Closes #95189

## Changelog
🆑
fix: Fixed tapes being invisible
/🆑
2026-02-20 19:24:47 -05:00
MrMelbertandGitHub ef28e00690 [MDB Ignore] Refactors gauze, adds Tourniquets (#95041)
## About The Pull Request

1. Refactors gauze

Removes gauze var from `/stack`, adds a shared parent between tape and
gauze.
Behavior of "sticking thing on limb" is now a bit more generic, with
there being a component to facilitate it and a framework on `/bodypart`

Closes #92990

2. Adds Tourniquets

A first aid item, when attached to a limb it reduces blood loss from
that limb by 90%.
However while attached you walk slower (if on a leg), interact slower
(if on a arm), and yes, you rapidly die if you put it on your head

Paramedic belts have their starting equipment changed again for the
500th time.
Surgical tape -> Tourniquet
Bone gel -> Bonesetter

<img width="604" height="224" alt="image"
src="https://github.com/user-attachments/assets/443dd5c0-44a3-4ccb-9f6a-c561bbf2fba9"
/>

## Why It's Good For The Game

Adds some more variety for field treatment of bleeding wounds, and in
the future we can add things like "improvised tourniquets" or
"improvised splints" with wooden planks.

## Changelog

🆑 Melbert
add: Adds Tourniquets. While attached to a limb, reduces blood loss from
that limb by 90%, but makes you walk / interact slower. (Or if you put
it on your head, you die.)
add: You can purchase Tourniquets from the premium section of the
medical vendor
add: Paramedic belt setup has changed yet again: Surgical tape replaced
with Tourniquet, Bone gel replaced with Bonesetter.
add: You can use all forms of tape as splint - like Gauze. Will secure a
fracture but won't stop your blood from exiting.
refactor: Refactored gauze entirely, report any strangeness with it (or
tape, or tourniquets)
/🆑
2026-02-15 08:30:57 +01:00
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts:
#	.github/CODEOWNERS
#	.github/workflows/compile_changelogs.yml
#	.github/workflows/stale.yml
#	SQL/database_changelog.md
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/__DEFINES/atom_hud.dm
#	code/__DEFINES/inventory.dm
#	code/__DEFINES/mobs.dm
#	code/__DEFINES/species_clothing_paths.dm
#	code/__DEFINES/subsystems.dm
#	code/__DEFINES/surgery.dm
#	code/__HELPERS/global_lists.dm
#	code/_globalvars/lists/maintenance_loot.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/minor_mapping.dm
#	code/controllers/subsystem/processing/quirks.dm
#	code/controllers/subsystem/shuttle.dm
#	code/datums/components/palette.dm
#	code/datums/components/surgery_initiator.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/hud.dm
#	code/datums/mood.dm
#	code/datums/mutations/chameleon.dm
#	code/datums/quirks/negative_quirks/nyctophobia.dm
#	code/datums/status_effects/debuffs/debuffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/slime/slime_leech.dm
#	code/datums/weather/weather.dm
#	code/game/data_huds.dm
#	code/game/objects/items.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/frog_statue.dm
#	code/game/objects/items/rcd/RLD.dm
#	code/game/objects/items/robot/items/hypo.dm
#	code/game/objects/items/stacks/medical.dm
#	code/game/objects/items/stacks/wrap.dm
#	code/game/objects/items/storage/garment.dm
#	code/game/objects/items/tools/medical/defib.dm
#	code/game/objects/items/weaponry.dm
#	code/game/objects/items/weaponry/melee/misc.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/curtains.dm
#	code/game/objects/structures/dresser.dm
#	code/game/objects/structures/girders.dm
#	code/game/objects/structures/maintenance.dm
#	code/game/objects/structures/mirror.dm
#	code/modules/admin/greyscale_modify_menu.dm
#	code/modules/admin/verbs/light_debug.dm
#	code/modules/antagonists/ashwalker/ashwalker.dm
#	code/modules/antagonists/heretic/knowledge/starting_lore.dm
#	code/modules/antagonists/ninja/ninjaDrainAct.dm
#	code/modules/art/paintings.dm
#	code/modules/client/preferences.dm
#	code/modules/client/verbs/ooc.dm
#	code/modules/clothing/head/wig.dm
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#	code/modules/jobs/job_types/security_officer.dm
#	code/modules/library/skill_learning/generic_skillchips/point.dm
#	code/modules/mining/lavaland/ash_flora.dm
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#	code/modules/reagents/chemistry/reagents/other_reagents.dm
#	code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm
#	code/modules/research/xenobiology/crossbreeding/_clothing.dm
#	code/modules/research/xenobiology/crossbreeding/prismatic.dm
#	code/modules/surgery/advanced/brainwashing.dm
#	code/modules/surgery/advanced/lobotomy.dm
#	code/modules/surgery/amputation.dm
#	code/modules/surgery/blood_filter.dm
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#	code/modules/surgery/brain_surgery.dm
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#	code/modules/surgery/coronary_bypass.dm
#	code/modules/surgery/gastrectomy.dm
#	code/modules/surgery/healing.dm
#	code/modules/surgery/limb_augmentation.dm
#	code/modules/surgery/organ_manipulation.dm
#	code/modules/surgery/revival.dm
#	code/modules/surgery/sleeper_protocol.dm
#	code/modules/surgery/surgery_helpers.dm
#	code/modules/surgery/surgery_step.dm
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#	code/modules/unit_tests/designs.dm
#	code/modules/unit_tests/icon_state_worn.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png
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#	code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png
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#	code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png
#	icons/map_icons/clothing/head/_head.dmi
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#	icons/mob/inhands/64x64_lefthand.dmi
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#	tgui/packages/tgui/interfaces/OperatingComputer.jsx
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#	tgui/packages/tgui/interfaces/SurgeryInitiator.tsx
#	tools/icon_cutter/check.py
2026-02-12 23:50:09 -05:00
MrMelbertandGitHub baeb6e4fe2 Adds doppler radar towers with an anomaly core "upgrade" (#94893)
## About The Pull Request

1. Adds doppler radar towers to Lavaland and the Icemoon

Weather radios now need a doppler radar on the target z-level to get an
accurate reading. Without a radar tower, the expected timing of incoming
storms will be off by a random factor.

Lavaland and the Icemoon both have a few towers mapped into them. 

The towers themselves can be constructed with plasteel if they some how
get destroyed. They also have an in built GPS.

Each tower requires a cable connection to function. They need a pretty
small amount of power to function.

2. Adds anomalous radar towers

Attaching a weather anomaly core to a radar tower results in an
anomalous radar tower.

<img width="260" height="409" alt="image"
src="https://github.com/user-attachments/assets/3430b0aa-0bbc-44df-ae75-67c2c3cca5a6"
/>

This allows you to cancel ongoing storms **or summon storms yourself**. 
Each cancellation and summon uses a percentage of the core's charge.
After the charge runs dry, the core is destroyed, and the tower goes
back to being normal.

Yes, you can construct a radar tower on the station to summon storms on
the station, *including* rad storms.
All storms summoned abide by radstorm rules, meaning maint is safe. 
Summoning onto the station uses significantly more charge.

3. Limits weather anomaly cores to 5

Because they are charge based and spamming weather events all round
would be annoying, slightly lowers the max core count.

## Why It's Good For The Game

Weather manipulation seems super appropriate for weather anomaly cores.
Initially it was just going to be the machine, but then I thought "what
if I want the frame of the machine to be available roundstart on
Lavaland to encourage cooperation with miners" and then I thought "what
if it tied into the weather radios, which opens up rare sabotage
methods"

So that's how we got here. The towers exist to facilitate the anomaly
use while also allowing enterprising traitors to sabotage, potentially
leaving their target unaware in a storm.

## Changelog

🆑 Melbert
add: Adds doppler radar towers to Lavaland and the Icemoon. These towers
ensure weather radios have accurate readings.
add: Adding a weather anomaly core to a radar tower upgrades it, giving
you control of weather - allowing you to cancel storms or even spawn a
weather event of your choice. However, the core will expire after use,
requiring replacement.
add: You can construct radar towers with plasteel. Even on the station.
Yes, you can summon weather onto the station.
balance: Limits weather anomaly cores to 5. 
/🆑
2026-01-28 20:04:50 +00:00
NickandGitHub 12fabce357 Katanas now have their own respective sheaths, adds leather crafting recipes for katana sheaths (#94939) 2026-01-28 13:09:44 +02:00
BloopandGitHub 68153c2333 Refactors faction lists to use getters and setters and be cached (#94490) 2026-01-19 04:12:35 +01:00
SmArtKarandGitHub 71a232f03b Makes lizard skin and lizardskin items inherit their "donor's" skin color (#94751)
## About The Pull Request

As title says, skin butchered from humans (currently only applies to
lizardskin) now inherits their owner's skin color, and so do items
(lizardskin boots and hats) made from it.

Also this PR gagsifies lizardskin hats and boots for this very reason.

## Why It's Good For The Game

Consistency, when you butcher a purple lizard you should get purple
lizard boots.

## Changelog
🆑
add: Made lizard skin and lizardskin items inherit their "donor's" skin
color
/🆑
2026-01-12 00:29:35 +00:00
MrMelbertandGitHub 8d303e256a Stack items have a number indicating stack size in inventory (#94705)
## About The Pull Request

<img width="528" height="200" alt="image"
src="https://github.com/user-attachments/assets/41a30b57-2799-44c8-82cd-ce2f8c8c22c4"
/>

Number only shows up when it's in the inventory or held - in world it
looks as-normal

(I'm pretty sure this idea was subconsciously inspired by another
server, but I don't remember...)

## Why It's Good For The Game

Makes it easier to use stacks that don't have a visual sprite change -
IE you no longer have to spam examine to see how many you have left

## Changelog

🆑 Melbert
qol: Stack items have a number indicating stack size while held or in
inventory.
/🆑
2026-01-04 11:44:13 -07:00
3799968eb3 feat: new floppy disk sprites; most disks are now under the /item/disk type; adds disk stacking, uqinue styling and wrapping (#94112)
## About The Pull Request

Floppy disks received a sprite upgrade, as well as unique wraps:

<img width="364" height="150" alt="image"
src="https://github.com/user-attachments/assets/0ac433e3-7432-4c06-bec2-aeae00b6852f"
/>

<img width="786" height="527" alt="image"
src="https://github.com/user-attachments/assets/0f36bd0d-0362-4431-8131-49060a2fe348"
/>

You can now stack floppy disks! They also scatter around when thrown.
The video also showcases new styling options with a selection of
stickers! You can also write something on the disk instead of selecting
an icon:


https://github.com/user-attachments/assets/ff0a8542-9d79-4108-ae46-672ca5d620a2

MOST disks now inherit the `/item/disk` type to properly stack and do...
stuff. An updatepaths script included.

## Why It's Good For The Game

Old school is cool. Stacking disks makes them feel more authentic, while
styling allows for more crearivity!

## Changelog

🆑
add: New unique wraps for floppy disks
qol: Floppy disks can now be stacked
image: New sprites and stickers for floppy disks
map: Added and ran an updatepaths script
refactor: Most disks are now under the base disk item type
/🆑

---------

Co-authored-by: The-Tyrant <tyrantofgaming@gmail.com>
2026-01-04 08:52:18 +13:00
TimandGitHub 5d894ca0cd Add gavel hammer and block recipes (#94595) 2025-12-27 21:30:27 -05:00
SyncIt21andGitHub 7c5ef1cfb8 Removes unused parameter times_fired from mob procs (#94590)
## About The Pull Request
What it says on the tin. `times_fired` is the most unused parameter in
all mob procs. I say most because there were just 2 cases where it was
used
- handling breathing
- handling heartbeat

Besides these 2 cases this parameter did nothing in every proc. Removing
it does 2 things
- Makes those procs more readable as it now has 1 less parameter that
was documented poorly and did nothing
- Makes those procs slightly faster as we are passing 1 less variable to
its parameter call stack

It can easily be substituted with `SSmobs.times_fired` which was its
original value anyways

## Changelog
🆑
code: removes an unused parameter `times_fired` from mob life procs.
Making them function slightly faster
/🆑
2025-12-26 09:51:33 -05:00
SyncIt21andGitHub 468b351b86 Axes grind & juice vars into procs (#94592)
## About The Pull Request
Inspired by #94233. `grind_results`(list) & `juice_typepath`(typepath)
are only used when grinding & juicing after which the atom is deleted.
This means if that object is not processed these vars occupy memory &
don't do anything.

Now these values are only generated on demand by calling their
respective procs. Considering how these vars are on the obj level the
memory savings are quite significant

## Changelog
🆑
refactor: grinding & juicing have been refactored to occupy low memory.
Report bugs on github
code: improved grinding & juicing code
/🆑
2025-12-25 20:40:35 +01:00
John WillardandGitHub 41f34c2a86 Adds tgui color picker (#94313)
## About The Pull Request

Ports https://github.com/Monkestation/Monkestation2.0/pull/1231 which is
a port of https://github.com/BeeStation/BeeStation-Hornet/pull/9417
which is a port of https://github.com/omgovich/react-colorful/
Also a port of
https://github.com/effigy-se/effigy/blob/main/tgui/packages/tgui/interfaces/effigy/ColorPickerModal.tsx
for hex color presets

Admin stuff got excluded (pref-like picker, filterrific, get-variables)



https://github.com/user-attachments/assets/7069bef9-81cd-4636-bf68-cbad227ef09e


## Why It's Good For The Game

It's one of the only input areas that still doesn't use TGUI, leaving
darkmode players flashbanged every single time a color selection UI is
opened. This is also just visually great and I think a big upgrade from
byond's.

## Changelog

🆑 omgovich, itsmeow, Absolucy, JohnFulpWillard, jlsnow301, TealSeer,
lessthnthree
add: Color selection panels now use TGUI (If you have TGUI enabled in
settings).
/🆑
2025-12-21 16:18:34 -08:00
TimandGitHub 826d2b4638 Add recipes for flare, washer machine, lamp, lantern, cabinet, alien closet, and large metal box (#94283) 2025-12-21 14:00:19 +01:00
NotamaniacandGitHub dec2e9b78c Adds sprites for lava proof and shuttle rods (#94482) 2025-12-20 23:05:27 -05:00
MrMelbertandGitHub f00b88fed4 Reworks golem revival, tankiness, and death (#94324)
## About The Pull Request

1. Golems have a whopping 0.5x modifier to brute and burn damage, but no
longer have a 0.9x modifier to tox / oxy damage.
2. Golems have a new 0.6x modifier to stamina damage and stun duration,
but a new 1.2x modifier to knockdown times.
3. Golems can no longer be defibrillated. 
4. Golems can no longer fall into soft crit. They can still hard crit
and die when taking sufficient damage though.
5. When a golem is attacked with brute or burn damage, they sustain
direct nutrition drain. based on how much damage dealt. This is applied
after damage reduction.
6. When a golem's nutrition falls to a low enough threshold, their
nutrition begins to drain faster, until eventually they are forced
unconscious. When a golem's nutrition hits 0, they die.
7. Additionally, golem nutrition drains faster when they pass the normal
soft crit threshold.
8. Golems can be revived by applying materials to their corpse. Each
sheet restores some brute and burn damage, as well as some nutrition.
When sufficient brute, burn, and nutrition are restored, they are
revived.

Also 

1. Reduces golem titanium brute reduction slightly (0.7x -> 0.8x)
2. Golems have their own bodyshape
3. Iron no longer heals tox or oxy

Closes #94287

## Why It's Good For The Game

This arose from #94287

I think defibbing golems is a major flavor fail, they're like magical or
some shit and their existence is based around how much material they
have.

This got me thinking. What if nutrition was their "material meter" and
thus their "health bar"?

So here we are:

- Golems are now significantly tankier to physical damage, which I think
fits their flavor a lot more. However, they have to manage their
nutrition to stay upright.
- Golems are now also significantly resistant to stuns, as they are
rocks. However if they are knocked over, getting up is a bit tougher.
This also feels very flavor appropriate.
- Rather than using a defib on a rock to "revive it", you now have to
re-assemble the rock with materials. This makes more sense and is a fair
bit easier for free golems to accomplish.

## Changelog

🆑 Melbert
balance: Golems have a whopping 0.5x modifier to brute and burn damage,
but no longer have a 0.9 modifier to tox / oxy damage.
balance: Golems have a new 0.6x modifier to stamina damage and stun
duration, but also a new 1.2x modifier to knockdown duration.
balance: Golems can no longer be defibrillated. Revival surgery is...
untouched, I guess.
balance: Golems can be revived by applying materials to their body. Each
sheet restores some brute and burn damage, as well as some nutrition.
When sufficient brute, burn, and nutrition are restored, they are
revived!
balance: Golems can no longer fall into soft crit. They can still enter
hard crit and die when taking sufficient damage, though.
balance: When a golem is attacked with brute or burn damage, they
sustain direct nutrition drain based on how much damage dealt.
balance: Golems drain nutrition faster if near starving or below the
normal soft crit threshold.
balance: Golems fall unconscious if starving. 
balance: When a golem's nutrition hits 0, they die!
balance: Golems cannot get overweight, but are capped on the amount of
nutrition they can have
balance: The strength of titanium's reduction to brute damage when
consumed by a golem or rock eater has been reduced (0.7x -> 0.8x)
balance: Eating iron no longer heals tox or oxy for golems or rock
eaters (still heals brute and burn)
balance: Golems now have a unique bodytype, making them ineligible for
some surgeries
/🆑
2025-12-19 18:08:31 +00:00