## About The Pull Request
This pull request aims to fix the wiki manuals. Currently the wiki
manuals just show "You start skimming through the manual..." because of
a bad link (http://www.tgstation13.org/wiki instead of
http://tgstation13.org/wiki) which is fixed with this PR, but the issue
does not end there. Because BYOND uses trident for its `browse()`
function, a lot of Javascript and HTML elements do not function
properly, disallowing the removal or blocking of hyperlinks which break
the book entirely if they are clicked.
Therefore, as a temporary solution (until BYOND 516 is released with
webview2) when the user opens a book they are prompted with the
following:

Although not the best solution, it makes the books have a function again
and are usable.
Fixes https://github.com/tgstation/tgstation/issues/77315.
## Why It's Good For The Game
Makes books work again so new players can use them to be guided to the
wiki resources.
## Changelog
🆑
fix: fix wiki manuals by making them open wiki page on browser
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Closes#60318
Need to make a unit test for these once I get some spare time
## Changelog
🆑
fix: Added missing venue prices for certain foods and reagents
/🆑
## About The Pull Request
Advanced health analyzers have an intended ling check which tells you if
the scanned body is faking death (is in regen stasis), which is at odds
with the rest of the codebase (which actively removes unintentional ling
checks and blocks the addition of intentional ones).
This PR removes it (making advanced analyzers unable to determine if the
target is faking death).
Also tweaks some code around it in general.
## Why It's Good For The Game
I'm actually like 50/50 on whether this should actually be removed or
not, so I opened the PR for discussion.
On one hand I think it's kind of interesting to have a doctor look at
the results *closely* and realize something is wrong here.
On the other hand, ling check bad?
## Changelog
🆑 Melbert
del: Advanced Health Analyzers can no longer be used to determine if a
body is faking death (like a changeling)
/🆑
## About The Pull Request
123 changed files and multiple crashes after writing broken regex, I
replaced most remains of direct spans with macros. This cleans up the
code and makes it easier to work with in general, see justification for
the original PR. I also fixed a bunch of broken and/or unclosed spans
here too.
I intentionally avoided replacing spans with multiple classes (in most
cases) and spans in the middle of strings as it would impact readability
(in my opinion at least) and could be done later if required.
## Why It's Good For The Game
Cleaner code, actually using our macros, fixes borked HTML in some
places. See original PR.
## Changelog
Nothing player-facing
## About The Pull Request
This PR significantly enhances how zero-g movement works. Its no longer
locked to one of 8 directions, everything now has inertia and is
affected by weight. This means that throwing a piece of wire will no
longer completely reverse your movement direction, and that being thrown
out of mass driver no longer will slow you down to a halt at some point.
This leads to following gameplay changes:
* Guns now accelerate you. Ballistics have higher acceleration than
lasers, and higher calibers have higher acceleration than smaller ones.
This means that firing full-auto weapons in zero-g will make you drift
and accelerate significantly. While this can be a hilarious way to
travel in space, it makes using them trickier.
* Impacting a wall or an object while moving at high speeds will cause
you to violently crash into it as if you were thrown. Careful when
exploring!
* Jetpacks now have inertia. Changes introduced in #84712 have been
mostly reverted, although speed buff has been reduced to 0.3 instead of
0.5 (although this is compensated by new movement mechanics, so overall
speed should be roughly equal). All MODsuit jetpacks now possess the
speed boost. Advanced MODsuit jets (which has also been added back) and
captain's jetpack instead have higher acceleration and stabilization
power, providing much more precise control over your movement.
* Firing guns while moving on a jetpack will partially negate your
pack's acceleration, slowing you down. Non-advanced jetpacks'
stabilization is not enough to compensate for heavy caliber weaponry as
sniper rifles, shotguns or rocket launchers.
* You no longer instantly decelerate upon sliding along a wall. Instead,
it may take a few tiles if you are moving at extreme speeds. Passing
over lattices still allows you to grab onto them!
As space movement is angle-based instead of dir-based now, its much more
smooth than before due to using new movement logic.
Example of jetpack stabilization in action:
https://github.com/tgstation/tgstation/assets/44720187/6761a4fd-b7de-4523-97ea-38144b8aab41
And, of course, you can do this now.

**This pull request requires extensive gameplay testing before
merging**, as a large amount of numbers have been picked arbitrarily in
an attempt to keep consistency with previous behavior (guns and
normal-sized items applying 1 drift force, which is equal to what
everything applied before this PR). Jetpacks and impacts may also
require adjustments as to not be frustrating to use.
Closes#85165
## Why It's Good For The Game
Zero-G refactor - currently our zero-g movement is rather ugly and can
be uncomfortable to work with. A piece of cable being able to accelerate
you the same as a duffelbag full of items when thrown makes no sense,
and so does instantly changing directions. Inertia-based version is
smoother and more intuitive. This also makes being thrown into space
more of a hazard (possibly opening the door for explosive
decompressions?)
Jetpack inertia and gun changes - this is mostly a consequence of
inertia-based movement. However, zero-g combat being preferred during
modes like warops was an issue due to it negatively affecting everyone
without jetpacks which are in limited supply onboard. This reverts the
mobility changes which severely impacted space exploration, while making
zero-g combat more dangerous and having it require more skill to be a
viable option.
## What's left
- [x] Refactor moth wings to use jetpack code
- [x] Refactor functional wings to use jetpack code
- [x] Locate and fix a recursion runtime that sometimes occurs upon
splattering against a wall
- [x] Add craftable tethers and modify engineering MOD tethers to use
the same system
## Changelog
🆑
add: You can now craft tether anchors, which can be secured with a
wrench and attached to with right click. They won't let you drift into
space and you can adjust tether length/cut it via lmb/rmb/ctrl click on
the wire.
add: MOD tethers now remotely place and connect to tether anchors
instead of throwing you at where they landed.
balance: MOD tethers can now be used in gravity
balance: Jetpacks are now inertia-based.
balance: Guns can accelerate you significantly in zero-g.
balance: All jetpacks now give you equal speed buff, however advanced
MOD ion jets and captain's jetpack have higher acceleration/deceleration
values.
refactor: Refactored zero-g movement to be inertia-based and utilize
angles instead of directions.
/🆑
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
## About The Pull Request
Title.
## Why It's Good For The Game
So the beer bottle ring uses this sprite.

But, when you open it, beer bottles.
I hate magic and love consistency so now it's properly beer cans.
## Changelog
🆑
fix: The Beer Sixpack no longer magically turns into bottles.
/🆑
## About The Pull Request
So, do you remember orbies, those cutesy virtual PDA pets from that PR
that Ben made roughly six months ago before moving on his next project,
leaving them to be probably forgotten in a near future/present/past?
Yeah, personally I never played around, however I recalled that they do
have customizable virtual hats, which can be selected from a dropdown in
the UI, and I thought that it would be a perfect target for some
achievement-related content, as they're totally cosmetic that provides
no gameplay advantage nor affects balance in no way whatsoever. I cannot
sit well with cheevos being purely an end to itself, that's the reason
this PR exists.
The new additions to orbies hats, and their respective required
achievements are:
- The fishing hat (Legendary Fisher)
- A huge-ass rollie (Unhealthy Snacks) (yeah, it isn't exactly a hat but
the code in no way assume that the item has to be a hat, beside vars
named like that for the sake of convenience)
- A tape wizard hat (Archmage)
- An energy cakehat (Very Important Piscis)
- A bounty hunter cowboy hat (Hot Damn!)
- A fancy crown (Outdebted)
The huge-ass rollie (called fat dart) in the game, is a new cigarette,
rarely found in hacked cigarette vending machines. It's obviously a
reference to that Ralsei meme from 3 years ago or so but I personally
don't care, I just wanted to give an excessively big cigarette to orbies
to symbolize the proposterous accomplishment of eating 500 cigarettes in
a single round without dying from nicotine OD less than halfway through,
but since orbie hats use actual items are references for their
appearance, I found myself obliged to add one to the code. Overall, the
fat dart comes from an old PR on Citadel, though I had to resprite it
myself.
Here's a lazy collage of the hats. For some reason unbeknownst to me,
the hats are horizontally squished. I need to ask Ben why he did them
this way when Orbies' heads are as wide as a rugby ball.

## Why It's Good For The Game
Simple, extra cosmetic stuff for a simple feature that's as relevant as
playing around with plushes.
## Changelog
🆑
add: Added more customizable options to PDA virtual pets, which can be
unlocked by completing achievements.
add: Added a fat dart that can be rarely found in hacked cigarette
vending machines.
/🆑
## About The Pull Request
This PR introduces three new fish that can be caught from deep fryers.
That's right, deep fryers are also fishing spots now. Is it silly? Yeah,
but this is more or less the reason I made a whole PR to make fish
edible. They've two gimmicks: one is that they're already fried, and
neither raw nor gorey and can be cut into nuggets. The other is that
they can evolve into the next type just by growing, no need of pairing
them with each other, starting from the 'fryish', then the 'fritterish'
(and its two variants: 'bernard-fish' and 'matthew-fish', big pun on the
english food company) and finally the 'nessie-fish' which is very rare
and big and you'd probably get 20 nuggets by cutting it alone.
Other than that, this PR adds a simple growth mechanic to fish, where
they get a bit larger each time they're fed. The gained size and weight
depends on several factors like hunger, their current size and weight
and how much until they hit the maximum cap of twice the initial size
and weight. This means bigger fish grow slowier, and it's better to feed
them once in a while but not every other second. Obviously size and
weight influence a lot of fish mechanics, so it's good to have a way to
increase these values outside of breeding RNG (which is very shallow).
TL;DR: Feed the fish once their hunger reaches 50% circa for maximum
growth.
Included in the PR are a few tidbits, like fixing a little mistake
around the 'picky eater' fish trait, more readable code around the
fish_growth component (unrelated to the aforementioned growth mechanic)
and hunger or adding the fish evolution datum for armored pikes (normal
pikes plus stinger trait, which I basically forgot to), and adjusting
how weight and size of offsprings is calculated.
## Why It's Good For The Game
First and foremost, a brand new on-station fishing spot that is not the
fishing portal, toilets (or the rare moisture traps in maint). Second, a
fish growth mechanic through which weight and size can be increased.
Third, a few code things. Four, little bugs, now fixed.
Fifth, have a screenshot of me fucking around to find out how many bites
it takes to eat all of the deepfried gargantuan nessie (53, and I had to
spawn another 10 humans to finish it):

## Changelog
🆑
add: You can now fish new, tasty treats by the station deep fryers.
add: You can now grow fish inside an aquarium by feeding them regularly
(at 50% hunger for maximum growth).
add: Added the evolution for pikes to armored pikes.
/🆑
## About The Pull Request
MetaStation's Drone Bay has been moved to be basically inside the normal
cargo bay.

This bay starts slightly more prepared than others. You're still
rewarded for going out of your way to set up exoscanners but now it's
not literally obligatory, to reduce the effort entry cost.
To make room for it, the security cargo post was moved to the east of
the mailing room:

The drone bay spot in maintenance has been cleared out by a gang of
rowdy assistants, and turned into a drug den.

It also has a nod to its prior room usage up north with some misc. drone
bay stuff.
This is my first real map PR and is likely to have dumb oversights.
## Why It's Good For The Game
## Changelog
> MetaStation's Drone Bay has been moved to be basically inside the
normal cargo bay.
On all stations Drone Bay is shunted off into some ass corner where
nobody even notices it exists. After using it a bunch I've realized it
has some interesting cargo use cases, because it's a cooldown based
activity you can often have it on in the background while doing other
things. I wished to move it inside the bay to highlight its usefulness!
> To make room for it, the security cargo post was moved to the east of
the mailing room:
The mail room is rather big for being such a non-used part of the
station, so it won't be harmed by being trimmed down into the main five
chutes. I've tried to keep everything important on the tables, but do
let me know if I fucked up and missed something.
I also think it's funny to symbolize how Security has a weak hold on
Cargo by having its security office almost completely cut off from the
main area, but that's a post-hoc rationalization if anything.
> The drone bay spot in maintenance has been cleared out by a gang of
rowdy assistants, and turned into a drug den.
Had to make use of the empty space somehow. This is a little funny den
that might kickstart some hijinks. Meta's maint is pretty bland and
hasn't had any real shakeups in a very long time, so adding a new PoI
might cause some fun events.
🆑
add: MetaStation's Drone Bay has been moved to be basically inside the
normal cargo bay.
add: To make room for it, the security cargo post was moved to the east
of the mailing room:
add: The drone bay spot in maintenance has been cleared out by a gang of
rowdy assistants, and turned into a drug den.
/🆑
## About The Pull Request
Adds shorthand alt-click for removing tanks from TTVs and adds context
for it.
## Why It's Good For The Game
Hate removing these manually when refining anoms
## Changelog
🆑
qol: Adds shorthand alt-click for removing tanks from TTVs and adds
context for it
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Fixes#86784
## About The Pull Request
Although some of the issues found were a direct result from #86692
(c698196766), there was still 40% of
length-related issues that wouldn't be covered anyways that are fixed in
this PR. I.E.:
* Name inputs without `MAX_NAME_LEN`
* Desc inputs without `MAX_DESC_LEN`
* Plaque inputs without `MAX_PLAQUE_LEN`
* Some people just screwed up the arguments so it would prefill
something like "40" in the `default` var because they didn't name their
vars.
To help me audit I added a lot of `max_length` named arguments to help
people understand it better. I think it might be kinder to have a
wrapper that handles adding `MAX_MESSAGE_LEN` in a lot of these cases
but I think there is some reason for a coder to be cognitive about input
texts? Let me know what you think. I didn't update anything
admin-related from what I can recall, let me know if anything needs to
be unlimited again.
## Why It's Good For The Game
The change to `INFINITY` notwithstanding, there were still an abundance
of issues that we needed to check up on. A lot of these are filtered on
down the line but it is clear that there needs to be something to catch
these issues. Maybe we could lint to make `max_length` a mandatory
argument? I don't know if that's necessary at all but I think that the
limit should be set by the invoker due to the wide arrangement of cases
that this proc could be used in.
This could all be a big nothingburger if the aforementioned PR is
reverted but a big chunk of cases fixed in this PR need to be fixed
regardless of that since people could put in 1024 character names for
stuff like guardians (or more now with the change). Consider this
"revert agnostic".
## Changelog
🆑
fix: A lot of instances where you could fill in 1024-character names
(normal limit is 42) have been patched out, along with too-long plaque
names, too-long descriptions, and more.
/🆑
## About The Pull Request
Laser pointer has a 50% chance to fail when used on people wearing an
eyepatch
## Why It's Good For The Game

## Changelog
🆑 Melbert
balance: Laser pointers have a 50% chance to fail when used on people
wearing eyepatches
/🆑
## About The Pull Request
Consequence of #86661, god damnit
Closes#86767
## Changelog
🆑
fix: Fixed wallmounts not being mountable by using a screwdriver on them
/🆑
## About The Pull Request
Removes caps from many improper items.
For example - Heated Rebar Crossbow -> heated rebar crossbow
I've kept a lot of items untouched because for some reason or another it
felt nicer to me that they be, uh, capsed. For example Hat of the
Honkmother, anything that has 'weight' to it.
There's also some minor name changes that I think fit better, such as
Rebar Storage Quiver -> rebar quiver. I mean, we already know it's for
storage. That's the whole point of quivers.
## Why It's Good For The Game
This is one of my biggest pet peeves, Randomly Capitalized Items For No
Reason. It looks sloppy, awkward, and half-assed. This PR brings a lot
of the worst offenders in line. if your name isn't a proper noun it
almost never should have caps.
## Changelog
🆑
spellcheck: Removes caps from many improper items
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
Adjustments have been made to the Syndicate Crossbow to address its
current strength and balance issues. The weapon is being heavily abused
due to its overpowering combination of damage and utility. These changes
aim to reduce its effectiveness while maintaining its role in the game.
List of Changes:
Syndicate Rebar Bolt Damage: Reduced to 45 from 55.
Hydrogen Bolt Damage: Reduced 35 from 55.
Hydrogen Bolt Wound chance: reduced to 0 to prevent delimbing.
Quiver Reload: Reload is now interrupted by movement.
Quiver Reload: Reload increased 1.2 seconds from 0.8 seconds.
Crossbow TC Cost Increased to 12 from 10.
Quiver size: Increased to normal from small.
Edit : after some more thought and looking at the original creator's
ideal, i've made some more changes. I've adjusted damage slightly to
still fit in damage breakpoints but not rely on mood. Syndicate crossbow
was meant to be a sidegrade to the syndicate revolver, it is currently
an upgrade, even with these changes.
## Why It's Good For The Game
The Syndicate Crossbow’s high damage output, especially with hydrogen
bolts, makes it overly powerful, leading to imbalanced gameplay.
Reducing the damage brings it more in line with other weapons like the
syndicate revolver while ensuring it still remains useful in certain
situations.
We should consider this weapon as a sidegrade to the syndicate revolver,
we should look at what armor does to the damage. With these changes, we
kill both a security officer and an unarmored crew member in 3 shots.
The revolver kills an unarmored crew member in 2 shots but an armored
security officer in 3 or 4, depending on their mood.
Comparing the Syndicate crossbow to the Syndicate Revolver, it is easier
to find ammo for, has higher armor pen, is easier to store ammo for,
easier to reload, has a scope, and the ammo is reusable. The crossbow
needs a bit more of a trade-off than some reduced ammo capacity.
Metal hydrogen bolts fill a niche for silently killing pets across the
map, not killing the entire station from a 1x1 hole in maintenance. They
have no reason to be doing as much damage as syndicate rebar bolt damage
or close to zaukerite bolts which are significantly more difficult to
make.
With the introduction of the syndicate quiver, the syndicate crossbow
has gotten significantly more powerful. Much of the clunkiness that made
it 'worse' than the syndicate revolver has been removed (similar TC
cost, damage, utility. 13 TC for revolver, 10 TC for crossbow). The
increase in power deserves an increase in TC cost. The syndicate
crossbow was meant to be a sidegrade to the syndicate revolver, we can
adjust the price so balance between them is more cut and dry.
The ability to reload the crossbow with the quiver while moving is also
a bit too strong. It effectively gives you a magazine of 20 shots while
in active combat. You can spam your reload keybind and left mouse button
while moving to continue firing at a rate of one shot per 0.8 seconds. I
feel like this kind of defeats the entire idea behind the crossbow.
Edit : I found while testing that I could still reload while moving at
0.8 second reload if i stutter step, I could still reload during combat.
I've increased it to 1.2 seconds.
Quiver size was increased because it's silly for a quiver with 20 bolts
to be able to fit in a box
## Changelog
🆑
balance: Syndicate Rebar Bolt damage reduced to 45 from 55.
balance: Hydrogen Bolt damage reduced to 35 from 55.
balance: Syndicate Quiver reload is now interrupted by movement.
balance: Syndicate Quiver reload increased to 1.2 seconds from 0.8
seconds.
balance: Crossbow TC cost increased to 12 from 10.
balance: Quiver size increased to normal from small.
/🆑
## About The Pull Request
Removes the option of setting a sec flashbang to instant detonation.
## Why It's Good For The Game
My reasoning from my previous PR hasn't really changed, so excuse me for
the few copypasted bits.
Flashbang grenades are one of the best tools in Security arsenal. they
are available round-start, widely abundant, and part of the reason why
they are so strong is how rare ear protection tends to be.
But what tilts the scale from strong to just unfair, in my opinion, is
the combination of instant detonation and being able to pierce ear
protection entirely on adjacent tiles.
This is a hardcoded stun by the way, You could literally have no eyes
nor ears and it won't make a difference.
I initially considered just reducing the radius at which penetration
occurs, but i failed to consider how it would probably result in an
unintended buff due to the ability to drag a primed flashbang.
So instead, after discussing options with a few other people, including
mantainers I think the sanest option is to remove the ability for
instant detonation.
You can still technically run at someone as a desperate attempt to
disarm them, but they'll have a sliver of chance to react.
Flashbangs should be used as grenades, not as instant unreactable
hardstuns, this strategy requiring teamwork to pull off doesn't justify
it being completely unfair and unreactable on the receiver.
## Changelog
🆑
balance: Security Flashbangs can no longer be primed for instant
detonation.
/🆑
---------
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
Thanks to Kapu for figuring this one out
## Changelog
🆑 SmArtKar, Kapu
fix: Agent ID cards no longer display broken text when you put
non-letter symbols as your name
/🆑
## About The Pull Request
Adds an upgrade disk that gives the ability to remotely charge an APC
with the AIs backup power (the one that runs down when there is no power
in an APC). This tech disk is under advanced AI tech
Also added the ability to make new disks with the new object type
/obj/item/aiupgrade, and made it so not every AI module is malf, now
only subtypes of /datum/ai_module/malf show up on malf upgrade screens
## Why It's Good For The Game
Adds the ability for an AI to assist crewmembers who do not have power,
which is a pretty interesting interaction. Does chem not have power and
is trying to make some healing chems? you can provide power for them for
a bit, but they better hurry!
## Changelog
🆑
add: Added the remote power AI disk
code: made it possible to easily add new AI upgrade disks
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Xenos can apparently use shenanigans such as
https://github.com/tgstation/tgstation/issues/86703 to put some items in
their hand, and there are likely methods like this dotted around the
codebase. However, the signal to put something in their hand is called
consistently across any process that would cause them to pick up or
otherwise have something to put in their hand, so instead I added
/datum/component/itempicky to xenos.
While I was in there, I expanded the functionality of itempicky; it can
run a callback to determine a condition that needs to be met now.
## Why It's Good For The Game
Fixes https://github.com/tgstation/tgstation/issues/86703
Expands a component's usefulness
## Changelog
🆑 Bisar
fix: Xenomorph restrictions on items they can pick up have had their
determining logic made more _robust_.
code: The itempicky component (restricts what can be picked up via a
whitelist) can now, optionally, have a callback fed to it to determine
cases of bypassing that whitelist.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
You can now interact with the fishing portal generator with a multitool
to load it in the buffer and subsequently link fishing spots to it by
tapping them with the same multitool. The maximum number of fishing
spots that can be linked at once depends on the tier of the matter bins
of the machinery. Normally, while you can link fishing spots from other
z-levels, they can only be activated if they're on the same z-level as
the machinery (or if both are on station for multi-z stations). This
limitation can be bypassed by upgrading the machinery with a tier 3 or
higher capacitator.
While it's possible, I'm not spriting new fishing portal overlays and
icons for the radial menu for every fish source out there (yet). The
code is enough work for now.
This also comes with a unit test, because there is no such thing as too
many unit tests for fishing.
## Why It's Good For The Game
Fish portal generators are designed to let players fish a different
bunch of things while being able to be moved wherever you like, unlike a
lake or an ocean, with all the comfort of being able to able to catch
fish from distant locations. Allowing players to link other fishing
spots to it fits its design. It also means that you can go out and
explore, find more fishing spots and then return to the station without
having to detach yourself from the ongoing round for several more
minutes.
## Changelog
🆑
add: You can now link fishing portal generators to other fishing spots
with a multitool. The number of fishing spots that can be linked at once
and whether the link can be activated from different z levels depends on
the tier of the stock parts it's built with.
/🆑
---------
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
## About The Pull Request
A foreword, I had to refactor a few bits of shitcode my past self added
first. For context, the "gone fishing" and "actively fishing" traits
only had one source, which is the fishing challenge itself, ad there was
no way to access the challenge from outside its code, except for a few
weakrefs which were being used as sources for the aforementioned traits
(the shitcode in a nutshell). There were also a few signals that I
didn't like because they were being sent to the harder-to-access
challenge datum rather than the user. So I scrapped the traits for a
couple signals to send to the user, then added a global list as a mean
to easily access the challenge datum, and lastly changed the code to
accomodate the titled feature (and allow the challenge to recalculate
its difficulty DURING the minigame phase)
Moving on to the actual feature: I've added a component that can be
added to objects on which mobs can be buckled to or items. When equipped
in the right slots or buckled to, the object will adjust the difficulty
of current and future fishing challenges by a certain amount (more often
than not positive, but there're many exceptions) as long as the object
isn't equipped or the user is unbuckled.
I've been having some fun adding component to a ton of clothes in the
game as well as chairs. Way too many objects to enumerate, so I'll give
you the general idea:
- each carp-themed article provides a slight positive modifier (easier)
- some (not all) doctor-related garbs provide a marginal positive
modifier each (fish doctor jokes)
- floortile camo clothes have positive modifiers
- Tuxedo, laceups, gowns provide negative modifier (more difficult)
- utility garbs such as bio/bomb/rad hoods and suits are quite bad. Riot
armor too.
- boxing gloves are very, very bad. Insulated gloves and haul gauntlets
are also very bad, to a lesser degree.
- **tackle** gloves are good. (pun intended)
- wizard garbs are good, because wizards are good at casting. (also a
pun)
- magboots slightly bad. Space suits bad.
- Blindfolds and welding protection are also bad. Gas masks marginally
bad.
- Pirate attire is nice to have. (I just vibed a little on this one)
- plastic chairs are quite versatile because they can be carried around,
but the mime chair is the best, followed by ratvarian chairs.
- Fishing toolboxes, analyzers and the fish catalog are a plus, because
they can be held.
- And the fishing hat, obviously (not as great as you'd think)
Some of these may be subject to change depending on what people say.
## Why It's Good For The Game
A hundred lines of fishing challenge code made ever-so-slightly less
awful, and a way to modify fishing diffculty beside skills and bait.
## Changelog
🆑
add: Your current clothes and what chair you sit on can now influence
the difficulty of fishing minigames. Having a bare minimum of fishing
skill will let you distinguish which objects can help and which won't,
so keep an eye out. Holding fishing toolboxes, fish analyzers or fish
catalogs can also help.
/🆑
## About The Pull Request
Currently, flashlights need a minimum light_power of 1 to be able to
look at peoples' eyes and mouth. Penlights have a light_power of 0.8, so
they don't work.
This PR bumps the minimum light_power required down to 0.5 so penlights
can be used to diagnose patients again.
## Why It's Good For The Game
Items should function as intended
## Changelog
🆑 Bumtickley00
fix: Penlights can once again be used to look at people's eyes and
mouth.
/🆑
Co-authored-by: Jay <19880843+AdmiralPancakes1@users.noreply.github.com>
## About The Pull Request
when working on #86031 , i added some checks that were already being
handled earlier in the chain, serving nothing. thanks to melbert for
catching these
## Why It's Good For The Game
removes some duplicated checks
## About The Pull Request
The idea was born from a small conversation about bepis nodes having low
visibility, which somehow degressed into the idea of announcing
researched nodes to the channels of the interested departments thru the
announcement system machine, which is what I'm doing here, while also
adding documentation, defines and purging some, not all, instances of
camel cases from announcement_system.dm.
Oh, by the by, like the arrival and new head arrival messages, it can be
customized or disabled by interacting with the announcement system.
## Why It's Good For The Game
I think it's helpful to let players know when the research of their dept
is researched, and I think it's kinda interesting to announce bepis tech
on common like it's some hot stuff while it actually isn't just because
it's often missed out and miscellaneous.
## Changelog
🆑
add: Automated announcement systems now announce researched nodes to
their respective departments. You can stop this by either disabling the
announcement systems or by using a multitool on the circuitboard of the
console you're researching nodes from.
/🆑
## About The Pull Request
This PR adds an ID subtype which the detective outfit uses. It that can
be flipped to go plainclothes as an assistant. Access retained. Spare
clothes not included.
I've also made the detective camera silent (a sound cue is still played
to the user, others won't hear it) and with the flash disabled.
## Why It's Good For The Game
I want to make it a little easier for detectives to go plainclothes.
Between clothings and inventory management, it's already quite tricky as
a gimmick and without doubt a double-edged sword that can lead to
goofy-ass situations where officers actually confuse you for an
assistant. As for the camera, it's just a stealth buff.
## Changelog
🆑
add: Gave the detective an ID that can flipped to look like an assistant
ID.
balance: The detective camera is now silent and doesn't flash.
/🆑
## About The Pull Request
GODMODE has a lot of sources that toggle it. From admin-stuff to status
effects, components, actions and mobs which are supposed to be
invincible. It's better off as a trait than a flag, so we can manage
these sources.
## Why It's Good For The Game
See above.
## Changelog
🆑
admin: godmode is now a datum trait instead of a bitflag. This means the
process for toggling it is a little different now.
/🆑
## About The Pull Request
Fish (the item that you catch with a fishing rod) now has an edible
component attached to it, making it possible to eat them if you really
have to, at the cost of eventually killing and deleting the fish,
however, you normally shouldn't.
Along with the seafood and meat foodtypes flags, it possess the gore and
raw foodtypes too, making them pretty awful to eat unless you're a
(non-vegan) lizard, felinid, or wearing the strange bandana*, which can
only be found in the cqc kit case. Furthermore, it carry diseases like
the ones from food left on the floors for too long, so a strong stomach
is required to safely eat it even if you actually like it, dummy...
UNLESS you fry or grill it, thus killing the diseases (as well as the
fish) and removing both the gore and raw food types, then it becomes an
actually ok meal... UNLESS you're dumb enough to eat a pufferfish, a
donkfish or a slimefish.
That is more or less the general rule. A few fish stray for it. For
example, lavaloops are never raw (still gorey). The skeleton fish are
never edibles, and holodeck fish is, well, holographic and thus
disappears if you try to eat it.
*the strange bandana is a reference to MSG, and this is a reference to
the MGS3 fish eating animation.
This is WIP btw, I'll have to test it and add some then polish it.
## Why It's Good For The Game
Whole unprocessed fish should be technically edible, even if not safe to
eat nine times out of ten. Also I kinda need this if I want to add a
tasty fishing spot to the kitchen deepfriers.
## Changelog
🆑
add: Whole, unprocessed fish is now edible. However it's pretty much
reccomended to grill or fry it for over 30 spess seconds before
attempting to eat it.
fix: germ-covered, dirty food no longer tries to infect you through
contact.
/🆑
## About The Pull Request
Adds det's scanner feature to health analyzer so it's able to print
analyzed patient results. Show to your colleague how horribly was
destroyed clown's body! Prove to sec that John Syndicate hurt you really
badly!

## Why It's Good For The Game
It's good for when you want to roleplay in somethin' like a court and
you able to prove that someone beat you up 'cause we can't always count
on medic's words, people can lie you know
## Changelog
🆑
add: health analyzer now able to print scanned results via
Ctrl-shift-click!
qol: text from healthscan proc now use < br >
/🆑
## About The Pull Request
Lighters now have welding fuel which can be filled/extracted by hand,
giving a small but consistent source of welding fuel for non-chemists.
Welding fuel is now required for these lighters to work, they'll close
automatically once they're out of fuel.
They last for a minute, zippo lasts 2 minutes, before they need to be
refuelled. It can have other reagents put into it but it only checks for
welding fuel, so it won't work at all unless its got some.
They can be used as welding tools in minor cases, mostly fixing things
and welding doors shut, but can't do big things like deconstruction,
except the xenobio one because it's a lot hotter than the normal
lighter.
Also added a baseline support to check for heat to perform certain
welds, before heat is just this binary "has or doesnt have heat", which
made its value useless.
## Why It's Good For The Game
Adds a ghetto way of getting welding fuel, hiding reagents, and a ghetto
welding tool without being something that prisoners could break out of
prison with. They could weld the doors shut which is a little funny,
security still has proper welding tools to counter it.
It also currently is kinda lame that lighters could just be open 24/7,
unlike matches which has a lifespan of 10 seconds each or something.
## Changelog
🆑
add: Lighters now use and require welding fuel to work, but can be used
as a welding tool for tasks that don't require much heat.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Previous Pull Request
#85308 reverted by #85929

~~Causes the round to not start when a player isn't eligible for any
jobs at a specific priority level due to runtimes trying to `pick()`
from an empty list aborting the entire job assignment stack.~~
(Fixed???? by
e0e9f2f430)
Maybe we should test merge this for a mo just to make sure no more
cheeky runtimes pop up before merging.
## About The Pull Request
This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.
And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job
New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.
In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.
A key change will lead to an increase in assistants - Overflow fixes.
Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.
The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?
And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.
This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```
So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.
Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.
And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.
This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).
This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.
On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.
The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```
The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."
This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.
On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.
But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.
To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game
Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.
More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑
## About The Pull Request
The `onstation` var was being used for too many things (AI brand
intelligence + whether the products are free or not), and was
overcomplicating the logic.
On top of that it makes things like trying to make a vending machine
that is considered offstation for purposes of the brand intelligence
event but that still dispenses free goods needlessly difficult.
This PR just decouples the two behaviors and gives the 'free' behavior
its own var.
As a result, the majority of the of `onstation` map varedits are no
longer necessary
Tested with various edge cases, all seem working as intended:
<details><summary>arrivals (onstation, all_free_products = null /
FALSE)</summary>

</details>
<details><summary>arrivals (onstation, all_free_products =
TRUE)</summary>

</details>
<details><summary>spacehotel (not onstation, all_free_products =
null)</summary>

</details>
<details><summary>hauntedruins (not onstation, all_free_products =
FALSE)</summary>

</details>
<details><summary>silverscale shuttle (not onstation, all_free_products
= TRUE)</summary>

</details>
<details><summary>labor camp (not onstation, all_free_products =
FALSE)</summary>

</details>
## Why It's Good For The Game
Less complicated vending machines, less varedits in our maps. Less
confusing code. Ability to spawn a vending machine and varedit it to be
free without affecting any other systems.
## Changelog
N/A
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.
/🆑
## About The Pull Request
Introduces a new MODule in the uplink, makes the user transperent and
grants the ability to siphon light sources to recharge your suit.
Ingame demonstration: https://www.youtube.com/watch?v=bhXNOAMDy4U
## Why It's Good For The Game
I've been playing a ton of Splinter Cell and Intravenous recently and
this random idea popped in my head.
"Wouldn't it be cool if traitors could blend in the darkness to get a
jump on their opponents?"
Also unrelated
"Wouldn't it be cool if tots had a tool to recharge their suit that
didn't involve sitting in a pod for 10 minutes?"
This PR introduces a new module to the uplink, the Wraith.
It comes with a passive and active component.
Passively it works exactly like the crew version of the cloaking module
with just a couple of differences.
1) Doesn't need to be manually activated, if you lose the cloak it's
regained after 5 seconds.
2) Lower stealth alpha value( how trasperent you are basically),
slightly less visible than the crew version, not as good the ninja
module however , I tuned it just enough so that you are more or less
undetectable in the dark.
The active component of the module lets you destroy stationary lights to
recharge your suit power, if used on handheld or borg lights it turns
them off for a minute.
**Why do we need this module when we already have the stealth implant
and the chameleon projector?**
I can think of a few reasons.
1) MODsuits were designed to be customizible, traitor suits range
between 6 to 16 TC, having to invest in a 7-8 TC item after you already
bought a suit is fairly expensive.
2) This MODule would be a better fit for ambushes, as it doesn't have
the *uncloaking* delay of its counterparts.
It is however considerably worse if you get caught, as the cloak is
disrupted on bump or damage.
3) It has better interactions with the sandbox.
Lights can go out for many reasons, maybe it’s just a power outage, or
some assistant broke it, or maybe it was anightmare.
It leaves room for plausible deniability, adding to the paranoia.
It's also not complete invisibility, if you want to stay undetected you
need to lurk in the darkness, you might expand your domain, at the cost
of the crew eventually wising up to your shaeneningans.
Lastly, since the active component of the module uses the same proc of
the saboteur handgun, I've updated the code to be a generic proc rather
than a signal, to make it easier to reuse in the future.
Item desc provided by NecromancerAnne.
Module sprite made by Orcacora.
## Changelog
🆑
add: The Wraith Cloaking Module is now available in the uplink, costs 3
TC.
code: the saboteur handgun now uses a generic proc rather than a signal
/🆑
---------
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
This extends the teleport blocker security implant's capabilities to
block jaunts. All jaunt subtypes (ethereal, ashen passage, shadow walk)
are blocked and stun you upon attempting to use them.
This took way more trial and error than it should have.
## Why It's Good For The Game
This was my initial vision when I added these. I even marketed them as
being useful for keeping a wizard or heretic contained, but that turned
out to be false advertising. After being served a civil claim under
Section 43(a) of the Lanham Act, I have been fined an undisclosed amount
of money and am being forced to rectify this.
Jokes aside, this was my intent from the get-go, and I'm only just now
getting around to making it so. It also just makes sense, because
jaunting is basically just teleporting with extra steps.
## Changelog
🆑 Rhials
balance: Teleport blocker implants now prevent implantees from jaunting.
/🆑
## About The Pull Request
I've come to realize manually updating all fishing stuff on the very
much outdated wiki would be a colossal pain in the rear, so I've decided
to automate a few bits to generate autowiki lists containing information
about fish, fish traits, bait, hooks, reels, fishng rods, fish sources
and fish experiments.
Now tested.
## Why It's Good For The Game
Making a huge autowiki for a feature that's being constantly updated (by
me) but still has a particularly lame and outdated page on the wiki.
## Changelog
N/A
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
Improves readability and user experience.
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
## About The Pull Request
Closes#86567
Don't think any of these were found/reported or actually could trigger
in-game
## Why It's Good For The Game
Glory to OpenDream
## Changelog
🆑
code: Fixed multiple minor logic issues with code found by OpenDream's
new pragma
/🆑
## About The Pull Request
This is a researchable upgrade for janitorial cyborgs. It gives them
slightly more than double the amount of lights, and it is researchable
in the same suite of upgrades.
## Why It's Good For The Game
I often found myself wanting more lights, or wanting to fix small broken
windows as a cyborg, and this PR adds a solution.
## Changelog
🆑
add: Add a capacity upgrade for janitorial cyborg light replacers
/🆑
## About The Pull Request
Borg upgrades would vanish upon deconstruction via lockdown-wrench
pipeline, which is inconsistent with them being dropped upon a module
change, and it's also kinda scummy.
Exoskeletons were not being dropped upon such deconstruction because
some melbert guy codered too hard i think haha whoops (#76583)
also made borg exoskeleton's part removal process use head and chest's
`drop_organs()` to handle flash/cell/wiring removal. it seems to be
neater but i could be wrong
## Why It's Good For The Game
Fixes#59647
Makes the exoskeleton (the most expensive and vital borg shell piece)
drop upon deconstruction again which is nice and cool
## Changelog
🆑
fix: fixed borg exoskeletons not dropping when a borg is manually
deconstructed
fix: borg upgrade modules are now dropped when a borg is deconstructed
/🆑
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Changes the size of the syndicate quiver from bulky to small.
## Why It's Good For The Game
Fuckup on my part, i forgot to give it a different size than the crew
version in my previous PR.
Syndicate Rebar bow is supposed to be easily concealable, It being bulky
kinda ruins that and overkill for what's functionally a cardboard box
that can store a few rods.
## Changelog
🆑
balance: Syndicate quiver is now small sized instead of Bulky.
/🆑
## About The Pull Request
Over half of the line changes are merely from splitting the
fish_types.dm into several files since it was over 1k lines already.
One of the small issues with fishing right now is RNG. You want to get
some specific fish, and you go through all the micromanaging with hooks,
reels and baits only for the random number god to say "nope", and that's
only going to get worse the more fish are in the game.
However, I've a solution: (unconsumable/reusable) fishing lures, each of
which attracts different fish based on different conditions. The only
caveat is that they require to be spun at set intervals (usually 1 to 3
seconds, depending on the lure, with a second-long window). Worry not,
there're visual cues in the form of a green/red light hovering the
fishing float, so you won't get screwed up by the server slowing down or
whatever.
The whole box of lures (12 so far) can be from cargo for the fair price
of 450 credits.
I've also added 5 new fish: monkfish, plaice, pike, another punnier
variant of the pike, perch and squid. The latter is quite special
because of the ink production trait, which lets players use it to blind
others at a close range and when butchered, it yields an ink sac, which
can be processed into a can of squid ink (one less item exclusive to the
produce console), or thrown at people in a sort-of-similar fashion of
banana cream pies (except it's ink).
<details>
<summary>Images</summary>
Fishing lures (forgot to take my cursor off the veggie one before the
screenshot):

The five new fish:

</details>
<details>
<summary>A table of fish catchable wth each lure (excluding
holodeck)</summary>

</details>
A few more things in the CL, baitfish are a thing now.
## Why It's Good For The Game
There should be ways to contrast some of the RNG fishing has. After all,
it's only going to get more random the more fish are in the game.
Furthermore, I find it disappointing that a lot of food stuff is
exclusive to the ingredients console and there're no other ways to get
it.
## Changelog
🆑
add: Added fishing lures to the game. They don't get used up like baits
and let you catch specific kinds of fish, though they need to be spun
every few seconds. The whole set can be ordered from cargo for 450
credits.
balance: The magnet hook now removes dud chances.
add: Added five new fish types: perch, two types of pike, monkfish,
plaice and squid. Squids have a fairly special ink production trait,
which lets you use them (unless dead) to ink people face at close range,
and can be butchered for an ink sac, which can either be processed into
canned squid ink, or thrown at someone.
fix: Refactored throwing a little. Some items (specifically
components/elements) won't be triggered when caught. no more plates
shattering despite being caught for example.
add: Goldfish, lavaloops, needlefish and armorfish can now be used as
baits.
/🆑