## About The Pull Request
sand blocks existed for the only purpose of making sand available as a
material. However, the only method to get them was pretty whimsical and
the existence of the feature wasn't really conveyed to the player, which
involves rinsing regular sand in a sink... and before you ask, we also
have sandstone, which can be crafted just by using the sand in hands, no
water involved. In fact, the sand blocks use the same sprites for
regular sandstone, except they have no recipes associated to them,
nothing! Nada!
Let's address the elephant in the room: We already have sand, however
said sand already has the glass material attached to it even before
being smelted, so if you put sand into the Autolathe, you get glass,
yay. Sand blocks really only existed to make up for the shortcoming of
whoever coded the sand material at the time.
But enough ranting. As the title says, sand is now made of sand, sand
blocks are kill. I've been careful enough to give the ORM the ability to
smelt gathered sand into glass beforehand, so miners won't curse me for
making them _actually_ use the smelter for once, "I will rather die to a
goliath than have anything to do with that". However, this still means
you cannot shove sand directly into lathes and expect glass out of it.
Get a welder.
## Why It's Good For The Game
## Changelog
🆑
balance: sand is now made of sand and not glass. Get a welder if you
plan to shove it into a protolathe.
del: Removed now useless sand blocks.
/🆑
## About The Pull Request
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack
This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.
This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).
## Changelog
🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
## About The Pull Request
- Damp rag is now no longer god's perfect cleaning tool. After blood,
the damp rag will collect it, and after cleaning a lot of blood, you can
no longer clean with the rag until you wash it in a sink (or with
cleaner or however you want)
- This means the rag will collect DNA in it as you clean, which gives
detectives an opportunity to investigate.
- It also means the DNA it collects will occasionally spread onto you,
meaning you will have to clean your gloves or hands.
- Cleaning vomit and such is (currently) unaffected (and does not dirty
the rag).
- Diseases are not currently transferred to the rag (but this would be
fun to add)
- Gauze now gets dirty when using it to wrap bleeding wounds. This is
just visual, though blood DNA gets transferred. It can be washed in a
sink.
- Removed gauze on sink / cloth on sink interaction.
- Can't really wash gauze with it, plus it's redundant.
- Damp rag is no longer a cup.
## Why It's Good For The Game
Damp rag is just "soap without any downsides", which is kinda lame.
I thought about going a step further and making it require you wet it
first but then it just becomes "mop but small" which is also lame.
Instead, you're required to clean it, which gives janitors / crewmembers
an alternate cleaning method:
- Soap: Small, finite, limited. Can't be replenished.
- Cleaner: Small, finite, even more limited, ranged. Can be refilled
with chemistry's help.
- Mop: Large, infinite, limited. Needs a water bucket.
- Damp Rag: Small, infinite, limited. Need to clean it after a few goes.
## Changelog
🆑 Melbert
balance: Damp Rags can now get dirty when using them to clean blood,
passing blood DNA along.
add: Gauze now gets dirty when apply it to actively bleeding wounds.
Doesn't spread disease or anything, just passes blood DNA. It can be
cleaned in a sink.
del: Removed cloth on sink / gauze on sink interaction to make rags.
Just use the crafting menu
/🆑
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...
...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!
I also tried to replace some of those single letter vars/args but there
are just way too many of them.
## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.
## Changelog
🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
Because the wings were in fact made of wax
## About The Pull Request
Storage goes to the very bottom of the interaction chain, hardcoded in
on `/atom`.
This is not preferred, obviously, but it ends up being a lot less
snowflaking overall.
Tables also go at the very bottom by extending `base_item_interaction`.
Fixes#83742Fixes#84434Fixes#83982Fixes#85516Fixes#84990Fixes#84890Closes#85036Closes#84025 (RMB places it on the table.)
Closes#86616
Other changes:
Refactored pod storage to be less jank. Patches some exploits around it.
## Why It's Good For The Game
Should make a lot more interactions a lot more reliable... hopefully
## Changelog
🆑 Melbert
refactor: Storage and Tables are now a lower priority action, meaning
some uses of items on storage should work... better, now. Here's hoping
at least, report any oddities.
refactor: Note: For an overwhelming majority of items, **combat mode**
will attempt to attack/insert into the target, while **non-combat-mode**
will attempt to use on a target. This means screwdrivering or emagging a
MODsuit must be done on non-combat-mode, as combat mode will simply put
the screwdriver or emag into its storage. Same applies to tables, though
when in doubt, RMB may help (for things which are also weapons, like
mops).
refactor: Refactored escape pod storage, now they actually properly show
as unlocked on red alert and above.
/🆑
Hello everybuddy, your number three rated coder-failure here to clean up
some mess. This PR accomplishes some of the more major structural clean
up changes I wanted to do with /obj/ folder, but decided to wait on
until wallening gets merged, and so, time has come. Several things to
still be done, although I know these cleaning PR's are quite a load, so
will wait for this one to get done with first.
## Why It's Good For The Game
Saner spriters, better sprites, less annoyance. Also deleted a whole
load of redundancy this time around, a lot of sprites which existed
simultaniously in two places now got exit their quantum superposition.
## About The Pull Request
Fixes swapped arguments to a do_after, allowing tadpoles to be scooped
from puddles
## Why It's Good For The Game
bug bad
## Changelog
🆑
fix: tadpoles can actually be scooped from ponds
/🆑
## About The Pull Request
I've componentized part of the code that manages raising lobstrosities
from chrabs so that it can be added to other fish too. As proof of
concept, I've added tadpoles. Tadpoles are not fished like the rest,
instead you merely right-click a puddle and after 5 seconds you'll get
one. Tadpoles are fairly fragile, cannot be butchered, don't reproduce,
require lukewarm freshwater, need to be feed frequently, and become
frogs after about 3 minutes.
## Why It's Good For The Game
A small needed refactor for the chrab code, plus another small fish to
make it easier to complete the first fish scanning experiment.
## Changelog
🆑
add: Added tadpoles, which can be scooped from puddles with right-click.
Functionally they're like most fish, which require an aquarium to
survive, and also need to be fed fairly frequently, however they quickly
become frogs after about 3 minutes of care.
add: Every station now has a couple puddles. One at the public garden
and the other in prison.
qol: Changed the name of an aquarium UI button from "Reproduction
Prevention" to "Reproduction and Growth", as it controls both fish
breeding and growth.
/🆑
## About The Pull Request
I split the water closets file into a folder for all the different
structures and also did a few other things
1. Remakes https://github.com/tgstation/tgstation/pull/81914
2. Reworks toilets, it’s now Alt Click to open/close the cover, left
click takes things out of the toilet and cistern, right click flushes
3. You can now put dead fish in the toilet to flush it
4. Adds context tips to toilets.
## Why It's Good For The Game
When I was a 7 year old boy, I had a friend goldfish named Jeremy. He
was my greatest friend until one day when my brother told me it’s for
babies and flushed him alive down the toilet, and I’ve never seen it
again.
Closes https://github.com/tgstation/tgstation/issues/81903
Lets you flush down people’s fish in the toilet, and re-experience their
loss.
This was inspired by my lawyer fish PR, to add things more on the
non-fishing side of fish.
## Changelog
🆑
add: You can now flush toilets. You can also put fish in the toilet. And
flush them.
fix: Urinals can no longer be used to delete items.
fix: Urinals no longer grant infinite urinal cakes.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>