## About The Pull Request
Title summarizes all.
Closes#68685
## Why It's Good For The Game
Less people dusting themselves by accident.
## Changelog
🆑
qol: Supermatter shards can now be fastened with right click too. Now,
just don't forget to use a wrench.
/🆑
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
## About The Pull Request
ice demons are now basic mobs. they still have their behavior where they
can teleport around the player, run away from him and shoot him. they
now also have a new ability they will only use when they are on their
last legs, they will spawn weak and slow afterimage clones of
theirselves to attack the player. damaging these clones will also damage
the original ice demons. ice demons can also now be very easily
countered as they are very afraid of fires. they will run away from you
if they see u holding a lit torch/flare/welding tool and while running
away they will freeze the floors around them to try to slip u to stop u
from chasing them. ice demons now also get a new unique trophy! this
trophy will summon 2 friendly spirits that will help you kill ur target,
but these spirits will dissappear after a very short while.
https://github.com/tgstation/tgstation/assets/138636438/6a48fb15-f447-441a-91c6-48ca120dc22c
## Why It's Good For The Game
## Changelog
🆑
refactor: ice demons have been refactored into basic mbos. please report
any bugs
add: ice demons now have a unique trophy
/🆑
## About The Pull Request
As potato requested after the merge of #78744 these should have separate
concerns even if they are very similar.
In addition I improved how mob chains react to glide size changes, and
swapped PAIs to using these signals instead of an override of
`onBruteLoss` just because I can.
I tested it but the unit tests will catch me if i did it wrong
## Changelog
🆑
fix: Flesh Worms will move smoothly more consistently.
/🆑
## About The Pull Request
Fixes#78794
Bodies now lose fire stacks while husked.
## Why It's Good For The Game
One less bug.
## Changelog
🆑
fix: Fix bodies now lose fire stacks while husked.
/🆑
## About The Pull Request
Hey there,
This just refactors sloths to the basic mob framework. Nothing new
should be added beyond them seeming a bit more sluggish and being a bit
smarter about the fights they pick/running away.
## Why It's Good For The Game
Three more subtypes off the list, we are now sub-200 simple animals left
to refactor. If people want to play catch with their sloth it should be
much easier to fit that in now.
## Changelog
🆑
refactor: Sloths are now basic mobs, however their overall sluggish
behavior shouldn't have changed much- let us know if anything is broken.
/🆑
AI dogs with the dog controller behaviour will flee from a target with
tongs in hand.
Untested because I literally cannot play byond.
## Why It's Good For The Game
https://www.youtube.com/watch?v=cXIAZtwvgz0
## Changelog
🆑 oranges
add: Dogs now react to centrist grillers more realistically
/🆑
## About The Pull Request
Raw Prophet and Armsy had fun stuff going on and merited their own PRs,
but the rest of these guys are basically just statblocks with abilities
so I converted them all at once.
Rust Walkers are present in a ruin and so have new AI which will
actually use their abilities. They rust the area around where they spawn
and throw their rust blast at people.
I also gave Flesh Stalkers AI even though nobody has put them in a map
because I thought it would be cool. This adds an AI behaviour where if
they're not doing anything else they will turn into an animal and chill
until someone's been around them for a bit, before attacking. They will
also use EMP almost immediately upon performing their ambush, which
kills the lights in that room. Spooky!
To support this I needed to make some changes to let AI continue
processing and targetting correctly while shapeshifted.
I didn't give Maids or Ash Spirits AI because they'd be really boring.
Other changes:
I made the maid in the mirror flicker when it takes examine damage
because the `visible_message` says it does but despite having the power,
nobody made it actually flicker...
## Why It's Good For The Game
No more simple mob heretic summons.
## Changelog
🆑
refactor: Rust Walkers, Ash Spirits, Flesh Stalkers, and The Maid in the
Mirror now use the basic mob framework. Please report any unusual
behaviour.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
This PR adds the laser carbine, a new fully-automatic laser weapon that
can be ordered from cargo. A crate of 3 can be ordered from cargo for
1800 credits, locked behind armory access. Here is a video
demonstration:
https://github.com/tgstation/tgstation/assets/21979502/6f7fecec-ccb6-4a65-8027-21ab887fb91d
Now, I'm sure people are very concerned about the balance implications
of this new weapon. Let me give you some hard numbers:
The gun deals 10 damage per shot, and has a capacity of 40 shots with a
fully charged cell. This means that it has, at most, 400 damage per
charge, which is exactly the same as a normal laser gun.
In terms of DPS, it can put an unarmored human in crit roughly as fast a
laser gun. It is meant to be a sidegrade, not an upgrade to the normal
laser gun.
It also has considerably lower wound bonus. During testing, when all 40
shots were fired into an unarmored human, it dealt tier 1 burn wounds
with the occasional tier 2. I never observed a single tier 3 burn wound
during any of my tests.
Here's a picture of the different sprites (The last one is animated just
like the normal laser gun):

## Why It's Good For The Game
For a long time, there has been a strong push to make crew-available
weapons almost entirely energy based. This trend has been contentious,
to say the least. Many people prefer ballistic weapons over energy
weapons. After spending some time on a different codebase, one where
autorifles are still completely available to order from cargo, no emag
needed, I think I might know why (or at least part of the reason). Part
of what I find satisfying about some ballistics is the fact that they
fire quickly and automatically. Energy weapons might be more enjoyable
to use if automatic energy weapons are also an option.
## Changelog
🆑
add: The laser carbine, a weak but fully automatic sidegrade to the
normal laser gun, can now be ordered from cargo.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
The Regal Condor come with a magazine and ammo already inside.
The recipe for the magazine now no longer needs TC, but does need donk
pockets (sponsored murder gear, you see) and a hell of a lot more
materials per magazine (you're looking at like 40 sheets of various
materials all up). It also needs you to make the Condor first. But it
comes preloaded with ammo.
The Condor is 1 whole TC more expensive. Also needs some metal. The old
recipe is there in spirit.
The Regal Condor and the magazines come with 10mm Reaper bullets.
They're high damage. They're high AP. They are also hitscan.
## Why It's Good For The Game
Apparently people don't like the Condor. Too much effort for not enough
reward. After all, revolvers exist. 'It must be a joke' they say! 'It's
joke content! I went to all that effort to make it for nothing! That
slut Anne tricked us!'
**Wrong, bitch.**
If you want the Condor to make you shit yourself the moment someone with
it appears on the screen, then fine!
### **You get what you fucking deserve.**
## Changelog
🆑
balance: Despite earlier reports suggesting that the famous lethality of
the Regal Condor was largely a myth, there has been rumors that the gun
has once again started to display its true killing potential on any
station that it 'manifests'.
/🆑
still on break so i didn't think too hard about this one
## About The Pull Request
Prevents food interactions from clearing the resulting food's reagents
if the result is a bad recipe.
Blackbox logging is also iffy here, some of them log it even if the
resulting food is a burned mess, some don't. It's weird!
## Why It's Good For The Game
Fixes#78400
<details><summary>Makes one car moth happy</summary>

</details>
Did you know the appendix has bad_food reagent in it?
699d09ca33/code/modules/surgery/organs/internal/appendix/_appendix.dm (L5-L15)
## Changelog
🆑
fix: fixed bad food not having bad food reagents
/🆑
## About The Pull Request
This takes all the gib related procs:
- `gib()`
- `spawn_gibs()`
- `spill_organs()`
- `spread_bodyparts()`
And adds heavy documentation that communicates what the procs are used
for and how the different bitflags affect them. The difference is
noticeable:
`gib(TRUE, FALSE, FALSE, null)` vs `gib(DROP_ORGANS|DROP_BODYPARTS)`
The code is now much more legible which is important considering it's
used in a lot of places!
Another robust change, is that we had several places in the code where
there were double negatives like so:
```
/mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts)
if(!no_bodyparts) // DOUBLE NEGATIVES ARE BAD M'KAY?!?
// do stuff here
```
This is a mindfuck to untangle. I inverted a lot of these parts so we
don't lose our sanity.
Last thing that was changed was a big `if()` loop in the `spill_organ()`
proc. This was refactored to just be a simple `for` loop with `continue`
statements where we needed to skip enabled bitflags. It's now shorter
and cleaner than before.
The only slight gameplay change this affects is that gibbing a mob now
guarantees to drop all items unless the `DROP_ITEMS` bitflag is
deliberately omitted. Some places like admin gib self, we don't want
this to happen.
## Why It's Good For The Game
Gib code is very old. (~15 years) People kept adding more arguments to
the procs when it should have been a bitflag initially. By doing it this
way, there is more flexibility and readability when it comes to adding
new code in the future.
## Changelog
🆑
refactor: Refactor gib code to be more robust.
qol: Gibbing a mob will result in all items being dropped instead of
getting deleted. There are a few exceptions (like admin gib self) where
this will not take place.
/🆑
## About The Pull Request
Refactors goats into basic mobs, pretty clean refactor. They're a bit
smarter when it comes to retaliating mobs, and they're still just as
good as ever when it comes to munching on good ol' plantlife. I also
(finally) turned Pete into a goat subtype just in case people want to
inject more behavior into him in the future.
## Why It's Good For The Game
Cleaner implementation of code when it comes to doing stuff like eating
kudzu or just lusting after flora.
## Changelog
🆑
refactor: Refactored goats into basic mobs! Not much should have changed
beyond their endless desire to retaliate should you attack them, they're
still just as good as chomping away plant life as ever.
/🆑
## About The Pull Request
The tippable component doesn't actually have any sanity checking for if
the tippable thing has already been tipped. This means that if two
people try to tip something over at the same time, it will appear
untipped but be immobilized as though it were tipped. The sprite will
also stay permanently flipped until the bug is preformed again. Now that
doesn't happen. Closes#64232.
## Why It's Good For The Game
As funny as it is to see upside-down borgs running around, its still a
bug.
## Changelog
🆑
fix: Borgs will no longer become permanently upside-down if tipped over
by multiple people at the same time.
/🆑
## About The Pull Request
Fixes#68614
Converts the Flesh Worm (Armsy) into a Basic Mob.
Most of its behaviour has been moved into a component which we can use
to make arbitrary mobs into linked lists of mobs.
To accomplish this I added a signal which is sent when you call any
`adjustXLoss` proc, let me know if my implementation is "calling the
same signal from several places" by a backdoor, I wanted to avoid
registering to 6 signals but I'll change it if I must.
While I was here I killed the unused "lesser" variant because we stopped
using it. Resultingly, Ascended Armsy doesn't need to distinguish itself
by inflating the sprite, so it doesn't. This means that now flesh worms
are using their sprites as intended to be displayed, but if people
really miss all of its segments being poorly scaled by the byond engine
then I guess I can restore it.
## Why It's Good For The Game

## Changelog
🆑
refactor: Flesh Worms are now basic mobs. Please report any unexpected
behaviour.
sprite: Flesh Worms are a little bit slimmer.
/🆑
## About The Pull Request
These sprites have been adapted from a person who wished to remain
anonymous with their blessing for tg
Take the old IDs and make them look a little more fancy and sci-fi, I
think they look really nice! This makes the job marker into a cute
little screen too, but this is totally optional, if maintainers want the
animation gone It wont take long at all.
Also resprites a few random other items in the cards.dmi, such as emags,
doorjacks, hack-o-lanturn, budget cards, and one touch up on the red
team ID for laser tag for consistency.
Also prisoner IDs had black symbols and black department but orange trim
on an orange card, so it was just a huge mess.

## Why It's Good For The Game
I'm gonna be real IDs are kinda crusty, and its something EVERYONE has
to look at at least once a shift. Poor HOPs may even look at two. God
forbid three. Now they will look pretty neat.
As for the other changes, the hack-o-lantern looks like it was made in
2001 its OLD. I don't even know if we use it, but now its updated. The
red laser tag team got a nerf so now all team letters are white, instead
of red being orange for no reason.
## Changelog
🆑
image: We have received a new shipment of IDs, as the old ones were
found out to be haunted.
image: Laser tag red team ID has received a massive nerf
image: Station budget cards have gotten a facelift
image: Emags and Doorjacks
fix: Numbered prisoner IDs will now be legible
/🆑
## About The Pull Request
This is a remake of #74764 but focused only on kicks.
#### Before my changes:
- Legsweeps dealt 6 seconds of paralysis for **23 damage**
- Knockout kicks dealt **30 seconds** of sleep that was guaranteed if
the target was on the floor
#### After my changes:
- Legsweeps deal 5 seconds of knockdown for 10 damage
- Knockout kick happens when a mob reaches 100 stamina loss and lasts 10
seconds. Helmet protection shortens the time length.
## Why It's Good For The Game

## Changelog
🆑
balance: CQC legsweeps now cause knockdown instead of paralysis.
balance: CQC kicks now knockout a target on the floor for ten seconds if
they reach stam crit. Helmet protection shortens the knockout length.
/🆑
## About The Pull Request
Adds the Hand of Midas (HoM), a weapon for pirate captains.
This matchlock pistol is powered by gold rather than gunpowder.
If you hit someone with it, they will be afflicted with Midas Blight for
a duration of time that scales with how much gold is in your gun.
Midas Blight will slowly turn their blood into gold, and slow them down
depending on how much blood is in their system.
If you right-click on someone with the HoM, it will siphon all gold from
their bloodstream and recharge the gun, curing them of Midas Blight in
the process if they still have it.
The amount of gold you can get from people is meant to be ~1.5x as much
as you fired into them in the first place, if you get your timing right.
This way you can exponentially scale the power of your weapon if you can
hit your shots, with a limit of 30 Seconds on the Blight timer.
The siphon has a range of 2 meters, and if you miss a shot you can input
a gold coin into the gun to refill it with the same weak shot you
started with.
It's a little hard to explain in text so here's some video examples:
https://github.com/tgstation/tgstation/assets/66052067/d49238fc-beb2-4ba9-be0c-83e8a701c995https://github.com/tgstation/tgstation/assets/66052067/34dc23e7-2b88-4ee9-bb1e-c8067a491975https://github.com/tgstation/tgstation/assets/66052067/68a07426-ba6c-43a7-8228-132fc4b02b83
## Why It's Good For The Game
Honestly I just had the idea for the gun and thought it would be really
cool lmao.
Also because Barrel Behind the Door is one of the funniest YuGiOh cards,
the censored design is TOO GOOD.

## Changelog
🆑 Wallem
add: Adds The Hand of Midas, an ancient Egyptian matchlock pistol.
/🆑
## About The Pull Request
Fixes#58401Fixes#58799Fixes#58800
Converts the manual heart-beating effect of the cursed heart into a
component.
Behavior has mostly been maintained, but polished a bit as compared to
the original cursed heart. Most notably, the action for beating your
heart is now a cooldown action - providing a visual indicator of when
you can beat it again, rather than leaving you guessing. Some better
checks have also been put in place for edge cases such as having your
species changed.
Implementation inspired by the existing "manual blinking" and "manual
breathing" components. Currently only used by the cursed heart and the
(now majorly simplified) effect of corazargh.
My first component, so hopefully I didn't miss anything.
## Why It's Good For The Game
The cursed heart was kind of unusably bad - which may have been part of
the intent, but having to count in your head or spam-click the button is
just annoying. With a visual indicator of when you should beat your
heart, hopefully it will be slightly less awful for the cursed.
The real motivation here was that corazargh's implementation was kind of
a travesty - summoning a cursed heart inside of your body while it was
in your system, then restoring your old heart afterward. This was
error-prone as well as just being ridiculous. Making this effect a
component gets rid of these problems, and leaves space open for new uses
of manual heart beating if anyone feels like being cruel.
## Changelog
🆑
fix: Your heart will no longer be deleted if an admin heals you while
you have corazargh in your system.
refactor: The cursed heart has been streamlined a bit, and now gives you
a visual cooldown for when you can beat your heart again.
/🆑
## About The Pull Request
Might as well start on these now, should be easy enough.
The Raw Prophet actually comes with a couple of new components.
The `wheel` element is sort of like the `waddling` element in that you
give it to any movable atom to have it move like a raw prophet.

Whee!
The focused attacker component can be attached to any mob or item and
causes it to escalate its damage every time you attack the same target.
I'll be honest I consistently forget that the Raw Prophet does this.
The ones in the Ruin have the blinding gaze attack inherited from
Watchers instead of the point-target Blind spell in order to ensure that
you can actually "dodge" it.
I tried to make it jaunt if it got stuck but ran into too many problems.
Another time.
## Why It's Good For The Game
I do this to relax now.
## Changelog
🆑
refactor: Raw Prophets now use the basic mob framework. Please report
any unusual behaviour.
/🆑
## About The Pull Request
Appearance vars are awful to detect. They have a type var you can
access, for an appearance the value of this var is `/image`. However
`istype(appearance, /image) == 0`. This is good enough for
identification, you might think this just means detecting appearance
would be something like `if(thing.type == /image && !istype(thing,
/image))`, but there's a problem with this: `istype(appearance, /datum)
== 0`. For that matter it seems like all istypes that check if an
appearance is some type fail, so you can't know that it's safe to access
the `.type` var to do that earlier combined check.
Now we get into magic territory, `istype(new /image, appearance) == 1`.
I have no clue internally why this is the case but it seems to be unique
to appearances, and so can be used to identify them from a previously
unknown var. You have to rule out that the thing you're checking is a
path, it would pass the check if the value were `/image` then, but this
is simple enough.
I hate having to know all this, so now you know this too.
🆑 ninjanomnom
admin: Appearance vars in VV now display instead of being left blank
/🆑
## About The Pull Request
Fixes#78386Fixes#60352
Butchering monkey meat or gibbing mobs will now properly transfer all
reagents and diseases to the byproducts.
## Why It's Good For The Game
More realism is nice.
## Changelog
🆑
fix: Fix butchered monkeys to transfer reagents and diseases to meat
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
See title.
## Why It's Good For The Game
If a lazy template is loaded AFTER roundstart it doesn't get included
into the global init procs, because that work is offloaded into a
subsystem
LINDA runtimes are bad, null.archive() runtime be gone.
## Changelog
🆑
fix: The Syndicate have fired their previous construction company after
poor results in recent outposts.
/🆑
## About The Pull Request
You drink too much you lose your memory, but we cant really do that so
instead a ghost will take control of your body temporary. The drunk
character will then be given objective to do wild, wacky and otherwise
unusual stuff until the original returns to backtrack what transpired.
The blackout character will not be able to kill or hurt the body. Oh and
the duration is about 10 minutes
## Why It's Good For The Game

## Changelog
🆑
add: Added blackout, happens when you drink...ALOT
/🆑
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
## About The Pull Request
have you ever walked into medbay, picked up a suture, and asked yourself
"how do i know how to stitch myself up?"
do you long for the simplicity of a bandage that can be popped on, no
thought required?
well, look no further! now introducing, the DeForest First Aid Bandage!

each box of bandages holds five each, which are all one time use items.
using one heals up to 25 brute damage from a single part of the body.
boxes of bandages will drain much faster than sutures, and are much less
precise for healing specific increments of damage, but heal more in
exchange. they are also worse at stopping blood loss, but not completely
useless for it.
they can be found in a handful of places:
(some) high value medkits
in paramedic's pockets
some medbay lobbies
some cargo holds
all sec infirmaries
in goodies on the cargo console
maint loot
and nanomeds!
i considered making these replace brute kits, but those are used in a
lot of old references, so it felt a bit passe. so i made a new item that
is a bit more balanced, so they can be mapped in and added to vendors
without much worry.
## Why It's Good For The Game
cute item, heals the people who wouldn't really be going into medbay
anyways, and is fairly flavorful. if it's a bit too strong as is i can
tweak the number, but the goal is to not be powerful enough to outshine
sutures, while still offering somewhat effective healing for rough
housing assistants and antags
## Changelog
🆑
add: adds boxes of bandages, a quick healing item
/🆑
## About The Pull Request
Adds a new Wizard Ritual Finale effect which makes everything immortal.
By this I mean, 10 seconds after death a ghostly image of them will
appear somewhere near where the corpse was and then 50 seconds after
that the mob will return to life at that location.
This applies to every mob, everywhere.
This is likely to cause a little bit of disruption to the rest of the
round, so you can only do it after at least 30 minutes have passed.
After that the crew will have to figure out how to deal with their new
gift of immortality. It will involve throwing people into chasms and
lava, probably.

Here's a gif sped up for example purposes.
You can escape from the cycle of death and rebirth via suicide, purely
because it's pointless to try and force people to play the video game if
they don't want to.
Also I split all of these effects into their own files, the only new
code for those is in `immortality.dm`
shout out to Vekter for distracting Oranges while I posted this
wizard-related PR so I didn't get disapprovingly reacted for posting
magic shit (yet)
## Why It's Good For The Game
This might be _too_ much but I want to see what would happen.
It will allow us to simulate whether polite society can survive when
violence has no consequences.
## Changelog
🆑
add: Wizards who complete the grand ritual can now gift everyone with
eternal life
/🆑
## About The Pull Request
This is a PR I worked on last month, but had to put on hold while
dealing with some pressing issues with fishing feature, minigame and
other stuff, and because I had to atomize out some of the stuff
previously present here.
I've expanded on the fishing portal generator to do something other than
dispense guppies and goldfishes. It now has multiple settings,
unlockable by performing scanning experiments for fish types, available
from the get go, which also reward a meager amount of techweb points
upon completion. The generator can now be built too. No longer it has to
be ordered from cargo.
It can also be emagged for the syndicate setting, tho right now it only
dispenses donkfish and emulsijack, both otherwise impossible to get
outside of... exodrone adventures.
The advanced fishing rod now comes with an experiment handler component,
specific to the fish scanning experiment, that automatically scans
fished content. The node to get it now requires 2000 points and the
first fish scanning exp to be unock.
A new skillchip has been added, which adds a trait that changes the icon
of the fish shown in the minigame UI, giving some clues on what the
reward will be. The same trait is also gained by reaching the master
(penultimate) level of the fishing skill.
A new fish type has been added, with its own quirks. One of these quirks
included temporarily switching movement direction of the bait.
Currently, it can only be fished in the hyperspace and randomizer
setting of the fishing portal.
Screenshots:


## Why It's Good For The Game
The fishing portal generator is but a stale and underdeveloped prototype
of the fishing feature right now, so much I was thinking of removing it
at first. However, we also have a lot of fishes which are pretty much
unfishable, so I came up with the idea of adding new portal settings
that allow people to actually get them.
As for the skillchip and trait, it's but an extra to both the vending
machine in the library and the fishing skill itself, which has an
overall humble impact on the minigame.
## Changelog
🆑
add: Expanded the fishing portal generator. It now comes with several
portal options that can be unlocked by performing fish scanning
experiments, which also award a modest amount of techweb points.
balance: The fishing portal generator is now buildable and no longer
orderable. The board can be printed from cargo, service and science
lathes.
balance: Advanced fishing tech is no longer a BEPIS design. It now
requires the base fish scanning experiment and 2000 points to be
unlocked.
add: The advanced fishing rod now comes with an incorporated
experiscanner specific for fish scanning.
add: Added a new skillchip that may change the icon of the "fish" shown
in the minigame UI to less generic ones. Reaching master level in
fishing also does that.
qol: The experiment handler UI no longer shows unselectable experiments.
/🆑
## About The Pull Request
Fixes#78672
Not all baked foods have reagents

but when it does then we can clear them and transfer reagents from the
original object to the final baked product
## Changelog
🆑
fix: Aloe and other baked foods that don't have reagents can be baked
again without turning to ash
/🆑
---------
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
## About The Pull Request
**This PR is a rerelease of #78164, with some bells and whistles.** As
such, most of the core functionality is the same, but with some tweaks
to balance the gameplay and prevent bike levels of profit. I've tried to
bold the new additions to make it easier to read for those coming back
for the second pass.

This PR adds a new machine that can be bought called the **Galactic
Mineral Market** (GMM). The Galactic Mineral Market (GMM) allows you to
buy and sell minerals wholesale from the market machine. It goes
something like this:
### 1. Getting the Machine:
The GMM can be bought as an un-assembled machine for 600 credits from
cargo. It's a low cost, but its not mapped in standard, so if you're
confident in your miners, you shouldn't necessarily need one for the
department. Otherwise, it's available for other crewmembers to buy for
cost.
The cargo pack comes will all supplies necessary to finish the machine.
Tools not included.
### 2. Buying Low
Using the machine's UI, you can see all traded minerals and their
associated prices. Buy prices are played straight, and can be bought for
material price, times the quantity. The order is then instantly placed
on the cargo shuttle, and will be deducted from the buyer's account on
shuttle send. **A single order can only have 10 different stacks of
materials in it. So, that can be 100 sheets of iron and 1 of everything
else, or 500 sheets of iron. After that you're blocked from buying more
sheets until you've sent the order.**
Cargo staff with standard cargo access may toggle the machine to order
directly from the cargo budget. Otherwise, materials are only purchased
from private accounts.
All purchases are treated as private and must be opened by the recipient
like private orders.
### 3. Selling High
It's stocks time. To sell minerals on the market, simply insert any
relevant metal stock into the machine. This produces a totally original
and not-a-bounty-cube stock block, which can be sold on the cargo
shuttle for cargo funds. Stock blocks can also be price-tagged as well
following their standard process.
**Stock blocks start out a bright pink and are worth the value of that
material at that time, but over time their color will degrade. After a
full 5 minutes, stock blocks will switch over to a purple hue, and their
value will once again become liquid, subject to the current market
value. This encourages players to be a bit more fast on their feet than
before instead of just waiting forever for all of their investments to
arrive at the perfect value, before the inevitable "rest of the game"
tries to upend your investing.**
Sold cargo stocks are subject at a 20% processing fee as part of the
galactic mineral market.
### 4. Outside Factors
**In-game events like the Crab-17 or the Market crash event will cause
stocks to bottom out completely, and for the market to become
unavailable until the market stabilizes. Thankfully, once the market has
crashed, typically stocks will recovery and gain back some value,
allowing for fast acting market movers to capitalize on rough markets.**
**Additionally, low value materials like iron and glass have an extra
stipulation, as their value goes all the way down to 0 credits. In that
case, you are unable to buy them at that value as a market protection.
Be careful that you don't see a reset or crash when you're planning on
selling your horde of iron and glass stocks!**
Additionally, market events can occur during the round that can more
sharply adjust a single stock's price and completely rebound it's
trajectory. These events are always mentioned in the station
announcement's economics report.
### Other notes:
The market does not cover all minerals, partially for consistency
purposes as well as for balance reasons. Plasma, being a unique material
that only Nanotrasen has their hands on, is the sole exporter of plasma
in the system, so it stands to reason that it's not on the market, and
remains a solo export. Bananium, as it has a rare and expensive
conversion rate, works the opposite way, and as such isn't listed on the
market either, with the sole source being single cargo sales. All others
just don't make much sense to include into the market at this second, so
I left them out for now.
**Alright now below I'm going to cover the math and shit so if that's
not what you care about then please scroll past.**
<details>
<summary>Warning: Arcane is about to talk about the math</summary>
Alright.
So this adds a new stock_market subsystem, which fires once every 20
seconds. I'm still fairly new to subsystem design so I'm probably going
to need some feedback on cleaning this up to make it look nicer and run
smoother.
So we have 4 associated lists, each attached to the relevant traded
datum; this tracks prices, market trends, how long that trend is going
to last in SS fires, and market quantity.
Prices fluctuate between 0.5x and 3x the material's single sheet value.
This could be tweaked even farther in the future, but for now I'm
keeping it at this nice clean margin. Prices fluctuate based on a
gaussian normal distribution that is centered on different points based
on their **trend**. Upward trending materials are centered in such a way
that they'll almost certainly go upwards, but being that it's based on a
random chance, not always. Vis versa, downward trends should tend to
lose value at about the same rate. We also change our rounding based on
this trend data, in order to prevent low price values like iron and
glass from getting stuck in the same value or freefall drop over time
just because of rounding down. Similarly, neutral trending materials
will not change nearly as much, and will generally stay at around the
same amount.
When buying or selling a material, the quantity of that material will
change on the market. The magnitude of that change depends on how much
of that material currently exists on the market. Buying a low quantity
material like diamond for example will tangibly increase that material's
cost, while buying stacks and stacks of iron and glass won't do much
damage to the price of iron as there's usually around 500 full stacks on
the market to start with. It's applied at a relative percentage of
(qty_changed / new_total_on_market) * price of goods bought/sold at.
In addition to that, there are random "market events" that can occur
randomly, which you might miss if you don't follow the newscaster
economy news. These three events are fairly barebones now, but in
general they have a 1% chance of happening per material, and can more
dramatically increase, decrease, or fully reset the value of a material
on the market back to it's standard value. This opens up for doing more
with it in the future, but that's a later problem.
</details>
## Why It's Good For The Game
This independently resolves some issues related to #78040, that being
that lowpop stations, or shifts with few miners would have a new way to
be able to still get some access to minerals in a given round. This also
provides a unique minigame and alternative way to acquire money in a
given shift, using minerals.
**"But Arcane,** I hear you ask. **"Isn't this just the same thing you
tried doing way back when and then reverted in #50537?**
Well, fuck man, how you doing I haven't see you around in forever also
no you're completely wrong and here's why
**This PR is no longer contingent on the rest of ArcMining in it's
current iteration.** I have introduced some extra factors into the
gameplay as well to try and curb the creation of bikes within gameplay.
This also provides a massive benefit to round progression and gives the
QM and the cargo members the ability to prevent round progress from
stalling by buying round-critical resources.
Not to mention, as the GMM is not cargo required, more cargo integrated,
it also functions as economy content for the rest of the crew.
## Changelog
🆑
add: A new export has arrived in the imports section, the Galactic
Materials Market! You can use this to buy and sell minerals for profit
or cost, as well as stock your station when you don't have any miners.
add: Insert sheets of minerals into the Galactic Materials Market to
convert them into a stock block, allowing you to lock in your price for
5 minutes. Wait too long and it'll be subject to market value again!
add: Minerals can be bought on the market either using the station's
cargo budget by cargo crew, or privately by everyone else.
del: Any material stacks that can be bought and sold on the market
before have been removed from the cargo catalog.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
It's supposed to be a coderbus easter egg, stop putting it elsewhere. I
want it to stay rare enough that it confuses people when it makes it to
the station.
The secure closet had it on the loot table and due to how that's coded
it has to have something replace the slot (or rework the loot spawning
code there) so I put a live bomb in the slot instead.
🆑 ninjanomnom
del: An easter egg plushie that was spawning where it shouldn't has been
brought back home.
add: The secure closet can now spawn live gibtonite, enjoy your free
bomb.
/🆑
## About The Pull Request
Some changes to Cosmic and Knock heretic ascensions, in response to
feedback.
- Cosmic Heretics can no longer control their summon while jaunted.
- Additionally the death link element the Star Gazer used... wouldn't
work if there was more than one cosmic heretic. I refactored it into a
component, so that it would.
Frankly there are probably a lot of _other_ abilities which shouldn't be
usable while jaunted but are, but I have been burned in the past by
adding defaults which were applied too widely so we'll leave it
case-by-case for now.
- The Knock rift can no longer summon Flesh Worms of any kind.
- But it _can_ summon fire sharks (we really need to reflavour these...)
and any future "basic mob" heretic mobs (or ones which are converted).
- Additionally the rift can't be clicked by ghosts while it's polling
ghosts automatically because that would create funky empty-minded mobs.
- Finally it goes away when the heretic dies.
## Why It's Good For The Game
For Cosmic Heretics, controlling the Star Gazer in conjunction with
Space Jaunt essentially meant that the heretic was playing an RTS as an
invincible observer with an invulnerable unit, now they have to actually
be present and killable in order to sic The Beast on you.
For Knock Heretics, Minor Flesh Worms are a proof of concept which was
never meant to be used except by admins. They're _barely_ weaker than a
normal flesh worm, extraordinarily tanky, delete walls, and generally
devalue the Flesh path ascension.
Vanishing upon heretic death is because every _other_ ascension is at
least theoretically stoppable except this one. Now this one is too.
It's still _very hard_ to kill the heretic because every _10 seconds_
they can transform into a heretic mob which acts as an extra health
pool.
## Changelog
🆑
fix: If two cosmic heretics ascend in the same round, their star gazer
survival will be linked to each individual heretic and not shared by
just one of them.
fix: You can't click the Knock heretic portal to join as a mob while
already signed up to become a mob.
balance: Cosmic heretics can't order the Star Gazer around while
jaunting.
balance: The Knock Heretic portal cannot summon Flesh Worms, but can
summon Fire Sharks.
balance: The Knock Heretic portal will disperse if its creator is
killed.
/🆑
## About The Pull Request
Title.
## Why It's Good For The Game
Gauze removal was handled by using seep_gauze(9999) instead of just
deleting it, which was really fucking weird??
This makes behavior more sensical and modular (you can remove gauze
without using seep_gauze now).
## Changelog
🆑
code: Gauze removal is now handled by the gauze's destroy instead of
seep_gauze
/🆑
## About The Pull Request
Adds interaction for supermatter crystal when it falls on
something/someone.
I changed intercept_z_fall line that prevents sm dusting itself from
continue to return because it didn't spin/dust on fall.
## Why It's Good For The Game
Presumably a little bit more chaos.
## Changelog
🆑
add: SM crystal can now dust someone or something if it falls on it.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Hopefully? implemented the correct fix. It _does_ work, but I don't know
if its the best possible fix. Should resolve#78456
## Why It's Good For The Game
Better consistency
## Changelog
🆑
fix: You can now spray paint the SM without getting dusted
/🆑
## About The Pull Request
- Reworks transformation sting.
- Transformation sting is now temporary, lasting 8 minutes (number not
final) in humans.
- If used on a monkey, it lasts forever instead.
- While the target mob is dead or in stasis, the duration will not
progress, making it functionally infinite until revived and taken off
stasis, where it will resume its timer where it left off.
- Chemical cost reduced to 33
- DNA cost reduced to 2
- Removes TRAIT_NO_TRANSFORMATION_STING, instead just checks for
TRAIT_NO_DNA_COPY
- These were essentially the same traits, so I just combined the two
- Organizes some trait lists alphabetically
- Adds TRAIT_STASIS, to allow for reacting to mobs entering and exiting
stasis via COMSIGS
- Everything that checks IS_IN_STASIS now checks HAS_TRAIT TRAIT_STASIS,
which is probably more performant, so that's a bonus.
## Why It's Good For The Game
A lot of people don't like the current iteration of Transformation
Sting, me included
Right now it's only use is for a meme - you make the entire station into
felinids until you get lynched, and that's it.
It's not really a healthy ability for ling's current kit, so this pr
attempts to soft rework it to make it a bit more in line with how ling
should be acting - turning it into a source of short term confusion
between people, or using it on a body to cover your tracks.
This accomplish it two fold - One, it is now cheap enough to use twice
in rapid succession, allowing for quick on-the-spot "BE CONFUSED"
situations while you abscond. Two, as mentioned in the last paragraph,
you can poke a body of someone you murder to obfuscate the crime scene
and maybe help out in taking over someone's identity.
## Changelog
🆑 Melbert
balance: Transformation sting now lasts 8 minutes, down from permanent.
However, the effect is paused for dead and stasis mobs, making it
permanent SO LONG AS they stay dead or in stasis. The effect is also
permanent if used on a monkey.
balance: Transformation sting now costs 33 chemicals, down from 50.
balance: Transformation sting now costs 2 dna points, down from 3.
fix: Transformation sting works on monkeys again.
refactor: Refactored a bit of human randomization.
/🆑
## About The Pull Request
the sideway movement element isn't working as intended, because
apparently the client dir and not the mob's (which is always SOUTH) was
being sent with the signal, and the existence of the `turn(dir, angle)`
proc hadn't crossed my mind while I coded the element.
## Why It's Good For The Game
This fixes the above.
## Changelog
🆑
fix: Fixed crabs not correctly (kinda) walking sideway.
/🆑
## About The Pull Request
Fixes#78643
It was clearly the intent of this feature to drop stuff onto the ground
when the wall is destroyed.
If we turn a wall into a _different_ wall then there isn't any need to
do this.
If there's some side effect to this that I haven't thought about, I
haven't thought about it.
## Why It's Good For The Game
Dimensional anomalies aren't supposed to destroy lights, fire alarms,
APCs, and air alarms.
## Changelog
🆑
fix: Dimensional Anomalies no longer destroy wall-mounted equipment.
/🆑
## About The Pull Request
- Fixes roundstart jobs not getting information from
`radio_help_message`
- Adds extra information for the Captain
- Examine blocks out roundstart / latejoin job information
Roundstart:

Latejoin:

## Why It's Good For The Game
1. Roundstart mobs weren't getting radio information due to them not
being cliented yet, this has been fixed.
2. The roundstart block was pretty cumbersome to read and easy to have
your eyes glaze over, this should make it easier.
## Changelog
🆑 Melbert
qol: Examine blocked out roundstart / latejoin job information.
qol: Captain gets a little bit more information about how their radio
works roundstart.
fix: Fixed roundstart players not getting radio information.
/🆑
## About The Pull Request
Hooks `charge_end()` on charger's death signal and shuffles the proc a
bit to accord for a non-moveloop source. This lets the charger to
properly unregister signals for its charge movement effects and unblocks
its movement via `actively_moving` var (which would be blocked in
`on_move()`).
## Changelog
🆑
fix: fixed lobstrosities becoming unmovable when killed during their
charge windup
/🆑
## About The Pull Request
This feature was added in #75819 but didn't work, for two reasons.
Reason one: it was checking for throwing impact on the "I got shot by a
bullet" proc and then checking the throwforce of a bullet (generally 0,
because you don't throw those).
Reason two: the duration was throwforce / 10 seconds. This would apply a
slowdown which was usually one or fewer seconds, which might as well not
exist.
The solution to this is to assign it to the correct proc and give it a
flat duration for anything over a threshold of damage.
Currently this is 3 seconds for anything with 10 or more force (such as
the humble iron rod). You can reapply it by just throwing more stuff.
## Why It's Good For The Game
Cyborgs don't suffer health-based slowdown like humans.
This is good because cyborg combat should be similar to humans, but bad
because our move speed config is so ludicrously high that it makes
fighting anyone at full speed a real pain in the ass.
Since flashes have been nerfed to require two clicks in order to stun a
cyborg, you have to be able to catch them to apply the second click.
Throwing something at them should make this more likely.
## Changelog
🆑
fix: Throwing things at cyborgs will now slow them down, as intended
balance: Adjusted the calculation of throwforce -> slowdown for cyborgs
such that it is simply a flat duration for anything above a certain
damage threshold (the value of throwing iron rods)
/🆑
## About The Pull Request
The Prosthetic Limb quirk allows you to pick the limb you want. The
default is still random
## Why It's Good For The Game
Good for character customization, which is always nice. Statics who got
a specific limb replaced can now represent that properly in-game.
Also, this makes the quirk show up on the dummy on the character
customization again. This *does* cause a slight issue where when you
switch to another character, it keeps the previous' skin color, but it's
minor enough that i think the benefits are worth the drawback. If asked
i will make it not appear on the dummy though.
## Changelog
DATA_, with great help from Kapu🆑
add: You can now choose the prosthetic you want with the Prosthetic Limb
quirk.
/🆑
## About The Pull Request
Fixes#78529
Caused by #78429
They forgot to include the `!` operator when doing an early return for
sacrificial items. Also cleaned up a little bit of the code.
## Why It's Good For The Game
Chaplains can now perform their holy duties properly.
## Changelog
🆑
fix: Fix altars not allowing items to be sacrificed
/🆑
## About The Pull Request
Converts slapcrafting into a component!
The component is added on to an ingredient (presumably the main
ingredient) with a list of recipes attached. If you interact an
ingredient (if no ignredients, a tool) with it, you will start crafting
the recipe. If there's multiple, pick between them with a radial menu.
Opening on draft as there's just a liiiiil bit left to do. The actual
wired rod was left for last.
## Why It's Good For The Game
Slapcrafting is simply better and more accessible and less laggy than
menu crafting. By making it a component we can attach it to things in
which it'd make sense to while stopping unintended weirdness that might
arise from this being global.
Additionally the way examine lets you see crafting recipes opens up
visibility for those, which allows new players to learn about them in a
intuitive manner.
## Changelog
🆑
refactor: Turned slapcrafting into a component! You can examine
compatible items to see what recipes they can be used in, and what the
ingredients for them are. For example, spears and the head-on-spear
crafting recipe.
/🆑
## About The Pull Request
which basically means no geysers on the same turf as a plant turf.
they're both structures but the for loop before this one checks for
same-type structures in a radius. and bush geysers look stupid! and
weird! and stupid!
## Changelog
🆑
fix: fixed geysers spawning on turfs with plants
/🆑