Commit Graph
263 Commits
Author SHA1 Message Date
Alexis 88e84645b1 Merge commit '6b52b564a50e4f3091470529c683587e5de15d49' into upstream-sync-7-22-2026 2026-07-22 13:39:09 -04:00
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
RobwoandGitHub 38b510437e Cell, Stock Part, Apc and Intercom Resprites (#5895)
## About The Pull Request
**Skyrat killer! I kill the skyrat sprites!** 
In all seriousness, the main part of this pr was to replace the skyrat
sprites for cells because it was bothering me that they were in a
different perspective from most things. This grew into changing stock
parts to fit in with the cells, then grew into respriting telecoms
parts, then grew into respriting the intercom, THEN grew into respriting
the apc!

- For cells, extra states were added for the emp-proof cell, the
miniature cell and the AA megacell.
- For intercoms, extra states were added for the syndicate variant and
all departmental encryption key variants.

## Why It's Good For The Game
More uniformity and consistency for our sprite replacements! Fixes for
edge cases like command/prison intercoms not having a state despite tg
having it and the broken apc sticker not being accounted for, yay!

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="832" height="384" alt="image"
src="https://github.com/user-attachments/assets/56f49ed3-f4f2-44a5-9310-25db3649c345"
/>

</details>

## Changelog
🆑 Robwo
image: Cells, stock parts, apcs and intercoms have been resprited.
/🆑
2026-07-04 10:15:07 -07:00
QuiteLiterallyAnythingandGitHub c68896e6f9 Fixes manual switching of night lighting on APCs (#96733)
## About The Pull Request
The button which allows you to manually toggle night lighting on APCs is
currently broken. When pressed outside of night shift, the APC will
briefly swap to night lighting before immediately going back to
standard. I suspect this might be caused by the changes to 'apc_main.dm'
which occured during PR #95744.

Additionally, the low power night light enabling introduced in #69374
doesn't seem to account for station security level when APCs get
repowered. If a whole station loses power while on red alert during
night shift (perhaps by a powersink) then the station will be entirely
on night lighting when repowered.

I assume neither of these quirks are intentional and have attempted to
fix them here.
## Why It's Good For The Game
Unless I've completely misunderstood something, this should (probably)
fix a bug as per local testing.
## Changelog
🆑
fix: Night shift lighting can be manually enabled through APCs again.
fix: Night lighting is no longer automatically reenabled during red
alert night shifts when APCs are drained and recharged.
/🆑
2026-07-01 13:49:58 +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 32fe49e63c Fixes pinpointers when AI shunts (#96351)
## About The Pull Request

Checking `occupier` right after `occupier` is nulled

Also, entirely unused signal, deleted.

## Why It's Good For The Game

Runtime Error

## Changelog
🆑

fix: Pinpointers stop tracking a shunted ai when that ai is no longer
shunted

/🆑
2026-06-06 18:08:46 +02:00
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
MrMelbertandGitHub 49d502ac9b Optimizes grid check event a bit (+minor fixes) (#96075) 2026-05-27 20:43:58 -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
aa4dc56835 Removes Station-time (more time changes) (#95744)
## About The Pull Request

Removes Station-Time entirely
Server Time is now NST (Nanotrasen Standard Time). SS13 takes place
exactly 540 years in the future of the current day, so every second is 1
second in-game.
Round Time is now PT (Pay-Time), how Nanotrasen keeps track of how long
the current rotation of Employees has been working for.

Telecomms uses NST due to its importance of being the communication to
the blackbox.

Autopsy report, clocks, scientific reports and requisitions use both
timestamps due to them being more official documents that NT may need to
know beyond just the current round (just for flavortext).

Pretty much everything else (Det scanner, PDA, IC logs, Time-of-Death,
AI law changes, Cyborg file downloading) uses PT

PT
<img width="305" height="217" alt="image"
src="https://github.com/user-attachments/assets/cef73025-6292-4f9c-8565-197397bda2ca"
/>
<img width="168" height="59" alt="image"
src="https://github.com/user-attachments/assets/a99db568-045d-45fc-8206-0d9a7b13c7d2"
/>
<img width="308" height="122" alt="image"
src="https://github.com/user-attachments/assets/37ca6f17-8916-4af2-9c91-0f0707038ca5"
/>



https://github.com/user-attachments/assets/29445051-c98b-4af3-a657-812083aab91a


Clock (Literate)
<img width="748" height="292" alt="image"
src="https://github.com/user-attachments/assets/c824e812-91b5-4737-858d-768336e9a7c4"
/>

Clock (Illiterate)
<img width="446" height="94" alt="image"
src="https://github.com/user-attachments/assets/90d5ea0d-eaff-4ced-aa31-ffdf0b4832a5"
/>

New paperwork time working properly

<img width="311" height="190" alt="image"
src="https://github.com/user-attachments/assets/6d048926-db61-4c91-893b-ce93e1ea7775"
/>

NST
<img width="800" height="115" alt="image"
src="https://github.com/user-attachments/assets/35ffde49-13c1-4ce7-ab24-858e48b608bd"
/>
<img width="1288" height="142" alt="image"
src="https://github.com/user-attachments/assets/40c30d16-e0de-4efc-b460-9486eeb901d6"
/>

# Other changes

1. Circuit time checker will now get the value of the given input (Hour,
Minute, Second) rather than the full dedisecond time converted into
hour/minutes/seconds

<img width="270" height="67" alt="image"
src="https://github.com/user-attachments/assets/097440cc-1c45-447f-9976-18de7f9c722c"
/>

2. Turns nightshift into a round event that'll last approximately 22
minutes
3. 12-hour pref (doesn't apply to the stat panel because it's global
info) & removal of "TCT" time

<img width="569" height="440" alt="image"
src="https://github.com/user-attachments/assets/d39083b1-d248-41c0-9a1c-b2398ca203a7"
/>

4. The chocolate pudding negative moodlet is now based on the server's
IRL time.
5. Admins can now use ``class``, ``style`` and ``background`` (they were
already given perms to use ``img`` so hiding background, which was
removed to prevent image embedding, is pointless)
6. Also fixes ``year`` being off on localhost.


## Why It's Good For The Game

Server Time is approximately 1s = 12s converted, not including it
desyncing from lag (I believe?).
This makes it pretty much impossible for people to actually use this as
a unit of measurement for in-game actions.
Different things also uses different timestamps which is a bit more
confusing.

The main change here is for accessibility and, hopefully, using time as
a source of immersion. "20 minutes ago" is no longer OOC, they're just
speaking in PT. There's no timezones in space, Nanotrasen Standard Time
is the closest there is, but Pay Time is how NT considers when you get
your paychecks, so it's what is more commonly used.

It also fixes major inconsistencies between "IC time" and "Station
time", things like breakfast moodlet was the first 15mins of the round
despite the round starting like 7 hours in? Nukies with an L6 SAW firing
down the halls was shooting like 1 bullet every 3 seconds (assuming 4
bullets per second), overall there was just a disconnect between how
long time actually is in the universe.

The secondary reason for this change (though it is what pushed me to
actually get around to making this change) is the greater stat-panel
removal. This hopes to lessen the dependence on the stat panel for
station-time by making it easier to understand, and the end-goal I have
is for this information to be limited to Admins & the AI (AI will get
the IC version with the accurate year), so until that happens I would
like to improve the use of station-time by making it consistent (for
example, you should only care for PT for IC, which is also what your PDA
displays), so that when it gets removed it won't leave players timeless.

If you haven't already, and is interested in helping remove the stat
panel, every entry that needs to be removed can be found here -
https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view

Closes https://github.com/tgstation/tgstation/issues/94988

## Changelog

🆑
del: Removed Station Time, now we use NST (Nanotrasen Standard Time),
which is IRL server time +540 years, and PT (Pay Time), the amount of
time since the round has started.
del: Station nightshift is now a Station event rather than being based
on Server time.
balance: Time circuit's Unit of Measure now tells the amount of time in
hour/minute/seconds rather than giving the whole time translated to
hours/minutes/seconds.
qol: Added a 12-hour clock pref for people who prefer it.
qol: Hovering over NST timestamps on official documents will now
translate how much it is in PT/Shift Time.
admin: Admins can now use style/class/background in their papercode.
/🆑

---------

Co-authored-by: Isratosh <Isratosh@hotmail.com>
2026-04-25 14:13:31 -06:00
LucyandGitHub 651d7f074a minor optimizations for APC late_process (#95274)
## About The Pull Request

just some micro-opts for `/obj/machinery/power/apc/proc/late_process`,
ported from https://github.com/Monkestation/Monkestation2.0/pull/10529

firstly, i converted `if(!area || !area.requires_power)` to
`if(!area?.requires_power)`

secondly, when checking cell percentages, it called `cell.percent()`
repeatedly... instead of, y'know, just calling it once and setting it as
a var. i fixed that.

## Why It's Good For The Game

less proc overhead and less duplicate calls should be better

## Changelog
🆑
code: Minor code optimizations for APC processing.
/🆑
2026-03-01 17:31:35 -05:00
MrMelbertandGitHub 4fe16acd0b Minor shock() refactor (#95204)
## About The Pull Request

`shock` was copy pasted across a bunch of base types
I needed the behavior unified and it was fairly trivial to do 
So now we have `/obj/proc/shock` which all the old implementations call 

## Changelog

🆑 Melbert
refactor: Made some minor changes to how things like airlocks, vendors,
and autolathes shock you. Report any wierdness with that
/🆑
2026-02-24 21:12:59 -05:00
SmArtKarandGitHub a3498fdcd7 Material Science 1: A bunch of math (#95090) 2026-02-22 16:53:51 +11:00
nevimer 6e9f2ccfc0 Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts:
#	.github/workflows/compile_all_maps.yml
#	.github/workflows/run_integration_tests.yml
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/_onclick/hud/credits.dm
#	code/controllers/subsystem/networks/id_access.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/game/machinery/doors/door.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/antagonists/malf_ai/malf_ai_modules.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/loadout/categories/accessories.dm
#	code/modules/loadout/loadout_helpers.dm
#	code/modules/loadout/loadout_items.dm
#	code/modules/loadout/loadout_preference.dm
#	code/modules/mob/living/silicon/robot/robot_defense.dm
#	code/modules/mod/mod_theme.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/reagents/reagent_containers/cups/drinks.dm
#	code/modules/shuttle/mobile_port/variants/supply.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -05:00
SyncIt21andnevimer f640a0e972 Enhances algorithm for finding an atom mount (#94076)
## About The Pull Request
Depends on #94064 for the unit test but offers a better method for
finding an atom to mount on
- Finding a mount now takes into consideration the objects pixel x & y
offsets meaning diagonal mounting is now supported. Gives great
flexibility for mappers
- If you don't want to use pixel offsets but default back to using the
objects direction that behaviour is still preserved. Useful if your
object uses directional icon states(lights & cameras for now) AND don't
use offsets
- If no direction could be specified then as the last resort it defaults
back to the objects local turf for mounting

## Changelog
🆑
fix: all mounted objects on tables, fences, windows & walls should fall
of correctly when the atom it is placed on is destroyed
fix: security telescreen now falls off when their mounted wall is
destroyed
fix: defib wall mount falls off when their mounted wall is destroyed
fix: floor lights are mounted to the ground/catwalk/tram floor they are
sitting on meaning destroying it will destroy the light
fix: wall mounted plaques now fall off when their mounted wall is
destroyed
/🆑
2025-12-12 12:23:22 -05:00
tontyandGitHub 8c45d4466c [MDB IGNORE] Cleans up AI core structure, un-spaghettis some AI code (#93873)
## About The Pull Request

The AI core structure now fully integrates item/tool interactions and no
longer uses attackby/take_damage overrides. Construction behaviour has
been isolated into its own file.

All handling relating to the AI core's status when shunted has been
turned into signals. For this reason, helper procs for managing core
link state have been made and integrated into the relevant users (APC
shunting, mech takeover). The AI core no longer references the remote AI
mob.

/obj/structure/ai_core/deactivated has been removed from code since it
had no function after refactoring. There was only a single instance of
it being used in a map, which has been replaced with a var edit.

There may be more things I changed, but I'm h
2025-12-02 12:38:51 -06:00
SyncIt21andGitHub 39a196824a Enhances algorithm for finding an atom mount (#94076)
## About The Pull Request
Depends on #94064 for the unit test but offers a better method for
finding an atom to mount on
- Finding a mount now takes into consideration the objects pixel x & y
offsets meaning diagonal mounting is now supported. Gives great
flexibility for mappers
- If you don't want to use pixel offsets but default back to using the
objects direction that behaviour is still preserved. Useful if your
object uses directional icon states(lights & cameras for now) AND don't
use offsets
- If no direction could be specified then as the last resort it defaults
back to the objects local turf for mounting

## Changelog
🆑
fix: all mounted objects on tables, fences, windows & walls should fall
of correctly when the atom it is placed on is destroyed
fix: security telescreen now falls off when their mounted wall is
destroyed
fix: defib wall mount falls off when their mounted wall is destroyed
fix: floor lights are mounted to the ground/catwalk/tram floor they are
sitting on meaning destroying it will destroy the light
fix: wall mounted plaques now fall off when their mounted wall is
destroyed
/🆑
2025-12-01 00:50:16 +01:00
BloopandGitHub 9c8a60a0b8 Removes some cargo cult string interpolations (#94210)
## About The Pull Request

Macros that are strings do not need to be doing this.

## Why It's Good For The Game

Less improper things to copy paste existing in the codebase
2025-11-30 13:25:45 -06:00
nevimer baf3837ae8 Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm
#	_maps/RandomRuins/SpaceRuins/garbagetruck2.dmm
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	code/_onclick/hud/new_player.dm
#	code/datums/components/squashable.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/datums/diseases/chronic_illness.dm
#	code/datums/status_effects/buffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/stamcrit.dm
#	code/game/machinery/computer/crew.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/wall_mounted.dm
#	code/game/turfs/closed/indestructible.dm
#	code/modules/admin/view_variables/filterrific.dm
#	code/modules/antagonists/heretic/influences.dm
#	code/modules/cargo/orderconsole.dm
#	code/modules/client/preferences.dm
#	code/modules/events/space_vines/vine_mutations.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/carbon/human/death.dm
#	code/modules/mob/living/carbon/human/species_types/jellypeople.dm
#	code/modules/mob/living/damage_procs.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mob_spawn/mob_spawn.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/projectiles/guns/ballistic/launchers.dm
#	code/modules/projectiles/guns/energy/laser.dm
#	code/modules/reagents/chemistry/machinery/chem_dispenser.dm
#	code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/medicine_reagents.dm
#	code/modules/surgery/healing.dm
#	code/modules/unit_tests/designs.dm
#	icons/mob/inhands/items_lefthand.dmi
#	icons/mob/inhands/items_righthand.dmi
#	tgui/packages/tgui/interfaces/ChemDispenser.tsx
2025-11-29 22:49:21 -05:00
SyncIt21andGitHub 81427cd5cf Unit tests, refactor & realignment for map loaded wall mounts (#93662)
## About The Pull Request
This 1st has to be PR'd so the integration tests can point out all
wallmounts that could not find a support structure to mount on. I then
will do many map edits to align them onto the closest atom

Yes we no longer use wall mount but atom mounted component. All objects
that are mounted on windows/tables & fences now also fall off when
destroyed

It'll probably be a WHILE before I can fix all wall mounts. Long day.
Expect me to misalign many stuff to fix failing CI so make sure to
provide suggestions when possible

Improved wallmount code overall
- Fixes #93793


## Changelog
🆑
fix: fixes all incorrectly maploded wall mounts that aren't actually
hanging on any support structure
fix: objects mounted on tables, windows & fences also fall off now when
destoryed
qol: lights can be mounted on windows
qol: cameras can be mounted on windows
qol: buttons can be mounted on tables
refactor: improved how wall mounts interact with objects as a whole
report bugs on github
/🆑
2025-11-18 22:37:12 -07:00
Roxy ce509e0ad5 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 2025-10-25 15:49:52 -04:00
SyncIt21andGitHub 5a31b00b2f [NO GBP]Fixes some wall mounted items & Flaky poster sign CI Failures (#93606) 2025-10-26 06:43:06 +11:00
Roxy e28e9fbdba Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 2025-10-23 17:38:23 -04:00
SyncIt21andGitHub 9740c687de General maintenance for wall mounts (#93534)
## About The Pull Request
- Fixes #93392
- Replaces all custom callbacks with call to `deconstruct()`. The
callbacks weren't necessary as it did the same thing as `deconstruct()`
but in an round about way
- Removed duplicate `Initialize()` procs and the params `building` &
`ndir` from all wall mounts. Makes everything cleaner

## Changelog
🆑
fix: wall mounts placed by player now falls off when the wall they are
mounted on is destroyed
code: cleaned up wall mount code
/🆑
2025-10-23 17:26:19 +02:00
xPokee b308ee9d78 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-24 10:13:01 -04:00
Leland KembleandGitHub 838953ecfa Prevent apcs from showing a blue screen when their screen is not visible (#92998)
## About The Pull Request

Prevents flicker_hacked_icon() from doing anything unless the apc is
closed

## Why It's Good For The Game

fixes this


https://github.com/user-attachments/assets/f066f98e-65a9-4d02-8a4a-ffc51d565218



## Changelog
🆑

fix: Apcs will no longer bluescreen without a screen

/🆑
2025-09-20 04:12:59 +02:00
f9cbbe936e Remove Skyrat light management (#4453)
## About The Pull Request

Removes Skyrat's convoluted system of delaying lights based on mapload
status, instant flags, etc. Perhaps it was useful years ago, but TG
lighting code is now fine and the wheel doesn't need to be poorly
reinvented.

## Why It's Good For The Game

It's cool that the station lights flicker when things explode, but it
makes me irrationally mad that this useless additional lighting code
adds delay, making the effect show up well after the bomb goes off.

## Changelog

🆑 LT3
code: Removed some Skyrat lighting delay code
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-09-07 14:16:52 -04:00
nevimer b348b617a3 Merge branch 'master' of https://github.com/tgstation/tgstation into pupstream-2025-09-07
# Conflicts:
#	README.md
#	code/__DEFINES/admin.dm
#	code/__DEFINES/melee.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/economy.dm
#	code/datums/components/crafting/crafting.dm
#	code/datums/elements/crusher_loot.dm
#	code/modules/antagonists/pirate/pirate_shuttle_equipment.dm
#	code/modules/clothing/suits/_suits.dm
#	code/modules/escape_menu/leave_body.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/mining/equipment/mineral_scanner.dm
#	code/modules/mob/living/living.dm
#	code/modules/plumbing/plumbers/pill_press.dm
#	tgui/packages/tgui/interfaces/Vending.tsx
2025-09-07 00:37:52 -04:00
SmArtKarandGitHub 4ffc1b31a7 Fixes constant runtimes and broken APC processing behavior on emagged APCs (#92757)
## About The Pull Request

If an APC was emagged it would permanently half-break as it would assume
that it had a malf AI that it needed to add points to, and would not
update its charge states

## Changelog
🆑
fix: Fixed constant runtimes and broken APC processing behavior on
emagged APCs
/🆑
2025-09-03 19:38:16 -07:00
TimandGitHub dce0bf9f9a Correct bitwise logic for bitfield checks (#92609)
## About The Pull Request
This fixes several bitfield operations that were missing parenthesis
encapsulation. I noticed this problem in:
- #92601

And decided to use regex to search for similar patterns which I came
across in:
- Move loops bypassing the `MOVELOOP_STATUS_RUNNING` status
- Elastic arms mutation bypassing `ABSTRACT` object flags for picking up
objects
- Species radiation bypassing `HEAD_HAIR` hairstyle flags for balding
- Damaged APC board status bypassing `EMAGGED` and `BROKEN` status for
screentips
- Shuttle cleanup code bypassing `MOVE_CONTENTS` for moving old turfs
- Tram crossing signals bypassing `NORTH` and `EAST` direction checks

## Why It's Good For The Game
Code behaves as intended.
2025-09-01 02:16:22 +00:00
KubisopplayandRoxy 46f14374bf Tweaks to biddler malf (#92039)
## About The Pull Request
Fixes the bugged malf ai descriptions, properly describing which modules
need minimum number of hacked apcs
Adds a processing power limit to discourage just sitting on your ass for
2 hours to stack up infinite points
Increases the power draw of hacked APCs to increase the phantom drain on
powernet brought by malf hacking a lot
## Why It's Good For The Game
Discourages hacking two apcs and waiting for next two hours. Also having
working descriptions is cool.
2025-07-11 20:32:47 -04:00
KubisopplayandGitHub 598686e338 Tweaks to biddler malf (#92039)
## About The Pull Request
Fixes the bugged malf ai descriptions, properly describing which modules
need minimum number of hacked apcs
Adds a processing power limit to discourage just sitting on your ass for
2 hours to stack up infinite points
Increases the power draw of hacked APCs to increase the phantom drain on
powernet brought by malf hacking a lot
## Why It's Good For The Game
Discourages hacking two apcs and waiting for next two hours. Also having
working descriptions is cool.
2025-07-11 18:01:29 -05:00
KubisopplayandRoxy 0f213efc1a Biddler Malf (#91895)
## About The Pull Request
AI now gains its malf points over time, based on the number of APCs
hacked. I also added a simple way to lock malf modules from being bought
if you haven't hacked enough APCs, to avoid cheese with delta or robot
factory.
## Why It's Good For The Game
APCs hacked are a constant risk of being found, and instantly targeted,
yet they give one time bonus, that is fairly small. This incentivises
not using antag powers, and using natural AI tools, which blurs the line
for the crew between malf and subverted AIs, and makes fighting it
easier and more boring. With constant gain from the APCs the risk of
being found is rewarded, and malf that hacks a big amount of APCs and
avoids being found can use its powers fairly liberally, at a cost of
having to manage the detection chance.
2025-07-04 16:42:08 -04:00
KubisopplayandGitHub a6f20468f9 Biddler Malf (#91895)
## About The Pull Request
AI now gains its malf points over time, based on the number of APCs
hacked. I also added a simple way to lock malf modules from being bought
if you haven't hacked enough APCs, to avoid cheese with delta or robot
factory.
## Why It's Good For The Game
APCs hacked are a constant risk of being found, and instantly targeted,
yet they give one time bonus, that is fairly small. This incentivises
not using antag powers, and using natural AI tools, which blurs the line
for the crew between malf and subverted AIs, and makes fighting it
easier and more boring. With constant gain from the APCs the risk of
being found is rewarded, and malf that hacks a big amount of APCs and
avoids being found can use its powers fairly liberally, at a cost of
having to manage the detection chance.
2025-07-04 12:56:22 -05:00
MrMelbertandRoxy 974f84d7f5 Explosions severing cable networks cause nearby(ish) connected rooms's lights to flicker. Also reduces cable integrity. (#91263)
## About The Pull Request

- If a cable is destroyed by an explosion, all rooms within 64-100 (it's
a probability) tiles AND which are connected to the same powernet as the
split cable will have their lights flicker 1-3 times.

- Also adds a verb for visualizing powernets.

- Reduces cable integrity from 300 to 50.

- Cables have innate 75% bomb armor when under a floor tile.

## Why It's Good For The Game

- A big devastating explosion a few doors down is, usually, not felt at
all outside of the screen shake. This adds a bit more ambience to the
effect - you hear a big explosion, your screen goes wild, and the lights
cut for just a second.

- Verb just makes it easier to trace powernets.

- I found it a little ridiculous that cables have 300 integrity, the
same as most furniture. This ultimately makes them a lot more vulnerable
to stuff like acid and fire.

- To compensate for their drastically reduced integrity, I gave cables a
considerable boost to explosive resistance while concealed under the
floor. This prevents bombs from outright shredding all cables in a 50
mile radius. (Devastating explosions will still one-tap them, but heavy
explosions will on average take two blasts.)

## Changelog

🆑 Melbert
add: If a cable is destroyed by an explosion, all rooms within 64-100
(it's a probability) tiles AND which are connected to the same powernet
as the split cable will have their lights flicker 1-3 times.
balance: Cable integrity has been reduced from 300 to 50
balance: Cables have an innate 75% bomb resistance while under floor
tiles
/🆑
2025-06-21 22:36:01 -04:00
MrMelbertandGitHub ed1657ebbb Explosions severing cable networks cause nearby(ish) connected rooms's lights to flicker. Also reduces cable integrity. (#91263)
## About The Pull Request

- If a cable is destroyed by an explosion, all rooms within 64-100 (it's
a probability) tiles AND which are connected to the same powernet as the
split cable will have their lights flicker 1-3 times.

- Also adds a verb for visualizing powernets.

- Reduces cable integrity from 300 to 50.

- Cables have innate 75% bomb armor when under a floor tile.

## Why It's Good For The Game

- A big devastating explosion a few doors down is, usually, not felt at
all outside of the screen shake. This adds a bit more ambience to the
effect - you hear a big explosion, your screen goes wild, and the lights
cut for just a second.

- Verb just makes it easier to trace powernets.

- I found it a little ridiculous that cables have 300 integrity, the
same as most furniture. This ultimately makes them a lot more vulnerable
to stuff like acid and fire.

- To compensate for their drastically reduced integrity, I gave cables a
considerable boost to explosive resistance while concealed under the
floor. This prevents bombs from outright shredding all cables in a 50
mile radius. (Devastating explosions will still one-tap them, but heavy
explosions will on average take two blasts.)

## Changelog

🆑 Melbert
add: If a cable is destroyed by an explosion, all rooms within 64-100
(it's a probability) tiles AND which are connected to the same powernet
as the split cable will have their lights flicker 1-3 times.
balance: Cable integrity has been reduced from 300 to 50
balance: Cables have an innate 75% bomb resistance while under floor
tiles
/🆑
2025-06-20 01:57:48 +00:00
SyncIt21andRoxy c65a670690 APC now either locates/makes the terminal (#91541)
## About The Pull Request
During map export both the APC & its terminal are exported. However,
during import that terminal is not attached to the APC because it will
only attempt to create a new one if one is not already present and not
locate an existing terminal and re attach to it.

It now attempts to locate an existing terminal, from a previous map
export so the APC charges again and stuff

## Changelog
🆑
fix: map exported APC's now locate the terminals under them & attach to
it thus enabling charging & stuff
/🆑
2025-06-15 15:54:18 -04:00
SyncIt21andGitHub 9296672b1b APC now either locates/makes the terminal (#91541)
## About The Pull Request
During map export both the APC & its terminal are exported. However,
during import that terminal is not attached to the APC because it will
only attempt to create a new one if one is not already present and not
locate an existing terminal and re attach to it.

It now attempts to locate an existing terminal, from a previous map
export so the APC charges again and stuff

## Changelog
🆑
fix: map exported APC's now locate the terminals under them & attach to
it thus enabling charging & stuff
/🆑
2025-06-11 15:55:19 +00:00
TimandRoxy c42e1e9440 Fix map_export admin verb not saving objects properly (#90998)
## About The Pull Request

When using the `map_export` admin verb the following things are fixed:
- All objects density, anchored, opacity, atom_integrity, and
resistance_flags vars are saved
- Multi-tile objects being spammed on all tiles the sprite reaches
- Dirt decals error icon
- Airlocks error icon and to save welded state
- Dark Wizard Simple Mobs error icon
- Closets to save welded, open, and locked states
- Air alarms to save name
- Air scrubbers/vents to save name and welded states
- APCs to save name, charge, cell, lighting, equipment, and
environmental states
- APCs spawning a duplicated terminal underneath it when one already
exists
- SMES to save charge, input, and output states
- Holodecks to revert any holodeck turfs to the empty turf and skip
saving any hologram items
- Photos and Paintings error icons
- Bloody Footprints error icons
- False Walls error icons
- Docking Ports runtimes because the map template var would change
- Effects (lasers, portals, beams, sparks, etc.) saving when they should
be omitted

I would have loved to get `component_parts` to save for machines and
turf decals, but perhaps that is for another day since it requires
complicated solutions.

Here are some before and after pictures:


![StrongDMM_209k6PXSaQ](https://github.com/user-attachments/assets/27f0a80b-3cbc-4862-a218-612d52fa0e4f)


![StrongDMM_5PdRfLTZ4l](https://github.com/user-attachments/assets/3bbfd724-4b51-47c5-8cff-02687250fc1e)


![StrongDMM_F4DPOGz5K7](https://github.com/user-attachments/assets/1130ded8-3062-469a-ad4a-d437d89a68da)


![StrongDMM_BIa554dsGv](https://github.com/user-attachments/assets/440d6b38-dbbf-47c0-ad9a-5165504d104e)

## Why It's Good For The Game
Better map saving code.

## Changelog
🆑
fix: Fix `map_export` admin verb not properly saving a massive amount of
objects.
/🆑
2025-05-22 21:17:28 -04:00
TimandGitHub e698c965b3 Fix map_export admin verb not saving objects properly (#90998)
## About The Pull Request

When using the `map_export` admin verb the following things are fixed:
- All objects density, anchored, opacity, atom_integrity, and
resistance_flags vars are saved
- Multi-tile objects being spammed on all tiles the sprite reaches
- Dirt decals error icon
- Airlocks error icon and to save welded state
- Dark Wizard Simple Mobs error icon
- Closets to save welded, open, and locked states
- Air alarms to save name
- Air scrubbers/vents to save name and welded states
- APCs to save name, charge, cell, lighting, equipment, and
environmental states
- APCs spawning a duplicated terminal underneath it when one already
exists
- SMES to save charge, input, and output states
- Holodecks to revert any holodeck turfs to the empty turf and skip
saving any hologram items
- Photos and Paintings error icons
- Bloody Footprints error icons
- False Walls error icons
- Docking Ports runtimes because the map template var would change
- Effects (lasers, portals, beams, sparks, etc.) saving when they should
be omitted

I would have loved to get `component_parts` to save for machines and
turf decals, but perhaps that is for another day since it requires
complicated solutions.

Here are some before and after pictures:


![StrongDMM_209k6PXSaQ](https://github.com/user-attachments/assets/27f0a80b-3cbc-4862-a218-612d52fa0e4f)


![StrongDMM_5PdRfLTZ4l](https://github.com/user-attachments/assets/3bbfd724-4b51-47c5-8cff-02687250fc1e)


![StrongDMM_F4DPOGz5K7](https://github.com/user-attachments/assets/1130ded8-3062-469a-ad4a-d437d89a68da)


![StrongDMM_BIa554dsGv](https://github.com/user-attachments/assets/440d6b38-dbbf-47c0-ad9a-5165504d104e)

## Why It's Good For The Game
Better map saving code.

## Changelog
🆑
fix: Fix `map_export` admin verb not properly saving a massive amount of
objects.
/🆑
2025-05-16 22:43:09 -07:00
Waterpig 753d8e5ba4 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a 2025-04-08 18:58:45 +02:00
d3d3a12540 The big fix for pixel_x and pixel_y use cases. (#90124)
## About The Pull Request

516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.

This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.

I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.

Lints will probably be failing for a bit, got to wait for [this
update](https://github.com/SpaceManiac/SpacemanDMM/commit/4b77cd487d0a7b6a069df20356b701af5b20489d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt

## Why It's Good For The Game

Fixes this massive 516 mess, hopefully.

closes #90281

## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
2025-03-28 14:18:45 +00:00
Roxy f17d53e2f7 Adds installed upgrade list to RCD examine text (#89552)
## About The Pull Request

Change `/obj/item/construction/examine` so that if there's any upgrades
installed it will list their names in the examine text. Also add a
`/datum/bitfield` entry for RCD upgrades for a little debug QOL.

## Why It's Good For The Game

It sucks to accidentally print an upgrade you already have for the RCD.

## Changelog

🆑
qol: The RCD examine text now lists any upgrades it has installed.
/🆑
2025-03-12 16:47:56 -04:00
RoxyandGitHub 401dcf3299 Adds installed upgrade list to RCD examine text (#89552)
## About The Pull Request

Change `/obj/item/construction/examine` so that if there's any upgrades
installed it will list their names in the examine text. Also add a
`/datum/bitfield` entry for RCD upgrades for a little debug QOL.

## Why It's Good For The Game

It sucks to accidentally print an upgrade you already have for the RCD.

## Changelog

🆑
qol: The RCD examine text now lists any upgrades it has installed.
/🆑
2025-02-25 18:50:41 -05:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
_0StevenandGitHub 18c346274e Ethereals: Standardize defines, lower hunger rate, refactor charging methods (#88960)
## About The Pull Request

Man.

### Standardizing Ethereal Defines

The _single_ biggest issue with all of the recent Ethereal prs has been
that, well, none of our Ethereal defines meaningfully tie to each other,
and as shown repeatedly it's _incredibly_ easy to the others when
changing one of them.
To resolve this, we introduce a `STANDARD_ETHEREAL_CHARGE` define that
every single other Ethereal define is scaled around, which itself is
tied to `STANDARD_CELL_CHARGE`.
Now these can be changed without immediately blowing up everything else,
and with awareness that they tie back to something.

As a side to this, we redefine all reagent-based charge recovery to be
relative to `ETHEREAL_DISCHARGE_RATE` rather than an arbitrary power
level, so it's easier to compare them to how quickly an ethereal
discharges.

### Adjusting Ethereal Defines

Previously, we defined `ETHEREAL_DISCHARGE_RATE` as `8e-3 *
STANDARD_CELL_CHARGE` per second, while defining `ETHEREAL_CHARGE_FULL`
as `2 * STANDARD_CELL_CHARGE`.
With some math, we get that we'd `2 / 8e-3 = 250 seconds`, 4 whole
minutes, to go from full charge to none at all.
It only takes half as much to get hungry, and about 3 minutes to start
taking toxin damage from roundstart.
So we slash this by eight, to `1e-3 STANDARD_ETHEREAL_CHARGE`, giving us
a nice 16-17~ minutes until we're hungry, and another 16-17~ until we
are 100% out of charge. This is also closer to the pre-power-rework
discharge rate.

What made this _worse_ was that the Ethereal APC charge define
`ETHEREAL_APC_POWER_GAIN` wasn't updated to match the current
charge/discharge levels, still being at `10 * STANDARD_CELL_CHARGE`,
which due to how it was coded led to it being impossible for Ethereals
to recharge from APCs.
We first and foremost change this to `0.1 * STANDARD_ETHEREAL_CHARGE`,
which is roughly equal to what it was before the most recent change, and
actually falls in line with Ethereal charge levels.

### Refactoring Ethereal Charge Methods

APC and Power Store recharging were both performing some awkward checks,
which led to our primary issues above, where they would refuse to even
attempt to charge if the stomach couldn't handle a full load or the cell
didn't have a full load.
So we rewrite their entire method to instead check how much can be
charged by taking the minimum of the cell charge, stomach used charge,
and charge-per-step.
We do this instead of just discharging it and taking the return value,
as the stomach may not have enough space for the cell's power, and
that'd get wasted.

This rewrite also allows us to address a small list of bugs.
We keep the `to_chat` for power store draining, as it better
communicates that this method is imperfect than a balloon alert would.

# Testing:<br>I spent an extended period of time looking at Ethereals
slowly starve in front of me with a stopwatch in hand.

## Why It's Good For The Game

Fixes #88934.
Fixes #88977.
16-17~ minutes is a _lot_ more bearable than 2-3~ minutes, and more in
line with discharge rates before the power rework.
Having Ethereal charging stuff actually work is nice.

## Changelog
🆑
balance: Ethereal hunger rate has been adjusted to be 1/8th of its
previous rate, now taking roughly 16-17~ minutes to go down from full to
normal or normal to none. Ethereal defines have been standardized to
help keep this sane.
refactor: Ethereal APC and power store draining/charging methods have
been refactored. Please report any issues.
fix: Ethereal APC and power store draining/charging no longer
arbitrarily caps out at slightly below or above the max/min.
fix: Ethereal APC draining/charging no longer runtimes when there is no
cell or it gets removed mid-charge.
fix: Ethereals can no longer continue charging their stomach even if it
gets surgically removed from them mid-charge.
fix: Ethereal power store draining actually updated the charge level
overlay.
qol: Ethereal APC and power store draining displays a balloon alert when
it can't continue for whatever reason.
/🆑
2025-01-11 00:44:04 +00:00
Sealed101andGitHub 0578c9ce67 APC control console fetches APCs from station levels, not just its own zlevel (#87502)
## About The Pull Request

Title; also fixed a runtime in `restore_comp` where no user was provided
to log the message. Also changed some var names and dmdocs the place

## Why It's Good For The Game

Fixes #72868

## Changelog

🆑
fix: fixed APC control console found in CE office only accessing APCs on
its z-level
fix: fixed restoring an emagged APC control console potentially leaving
the console in a forever state of restoring
/🆑
2024-10-31 02:59:37 +03:00
GhomandGitHub 778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).

And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.

## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.

Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.

Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00
LT3andGitHub aae1d2d2cf Fix APC autochannel priority (#2277)
## About The Pull Request

Fixes an APC change in
https://github.com/Skyrat-SS13/Skyrat-tg/pull/27358 that was lost in an
upstream update.

Closes https://github.com/Bubberstation/Bubberstation/issues/2275

## Changelog

🆑 LT3
fix: APCs again trigger lighting channel before equipment channel
/🆑
2024-10-26 11:36:01 -07:00
KingkumaArtandGitHub c03f4b89df Un-breaks various kinds of ethereal energy feeding [FIX] (#87231)
## About The Pull Request

Fixes #86985. Also, since the higher numbers of megacells made
overcharging from apcs more frequent, the do_after is twice as quick,
but gives half as much charge. The players still feed at the same speed,
but wont blow past "full" instantly to "overfed".

## Why It's Good For The Game

Etherials can eat from APCs/Voltaic Wine again! 

## Changelog

🆑 WebcomicArtist
fix: Un-breaks etherial apc charging and charge from ethereal wine.
/🆑
2024-10-25 06:49:00 +00:00