## About The Pull Request
`var/hair_color` for species was intended to be used as a "this species
uses this type of hair color thing"
But at some point that got completely lost and now it's only used for
sprite accessories
This fixes that. That means Slimepeople now have properly slimey hair.
And Ethereals are less snowflake once more.
## Changelog
🆑 Melbert
fix: Fixed Slimepeople's hair not matching their slimey colors.
/🆑
## About The Pull Request
- Dehardcode blood deficiency
- Deletes "update mail goodies"
- Deletes "updates quirk mail goodies"
- Both of these were only used to update blood deficiency mail goods, we
can just do that with a signal.
- Deletes hardcoded "get_quirk / lose_blood" calls
- While you can `get_quirk`, much like you can `GetComponent` generally
speaking it's much cleaner to do it via signals.
- In this case I added a signal to `handle_blood`.
- And by adding this signal we can do similar dehardcoding for
jellypeople, removing their `spec_life` and running it off the signal.
## Why It's Good For The Game
Ye olde "consistency and cleaner code". And probably a tiny but of
optimization to be yeeked out of it since we don't need to iterate over
a mob's quirk list every life tick, nor every time we change specieses.
But that's probably not even a drop in the bucket so not even worth
mentioning.
Blood defi still happens in sync with Life (as noted by the comment).
## Changelog
🆑 Melbert
refactor: Blood deficiency and slimepeople now handle blood a tiny bit
differently, report any oddities.
refactor: Blood deficiency now handles its mail goods a tiny bit
different, report any oddities.
/🆑
## About The Pull Request
Refactors a lot of the unused defines.
## Why It's Good For The Game
Refactors a lot of the unused defines.
## Changelog
Nothing player facing
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
- https://github.com/DaedalusDock/daedalusdock/pull/892
Currently, TG's movement chain is not canonical, meaning movement can
resolve in an order that doesn't actually represent what it going on.
For example, if something inside of an Entered() call would move the
currently moving object, it resolves in this order:
1. Original Move
2. Intercepted Move
3. Intercepted Moved
4. Original Moved
This makes Moved() unreliable at tracking things like spatial grid
locations. This is a massive problem.
This PR introduces `active_movement`, a list containing arguments for
`Moved()`. At the start of `Move()` and `doMove()`, if the list is
present, it will call Moved(), concluding the original movement, before
proceeding. The original `Move()` call will not end in `Moved()`, due to
`active_movement` being null.
This is touching some of the most important code in the game and needs
extensive testing.
## About The Pull Request
I borked carg with my black market refactor, and nobody really noticed
because we don't have a unit test to detect the issue. This PR is aimed
to fix#81987 and prevent similar accidents in the future.
## Why It's Good For The Game
See above.
## Changelog
🆑
fix: FIXED CARGO EXPORTS!
/🆑
## About The Pull Request
This PR adds a **persistent** piggy bank to the station vault that,
while it can hold up to 3300 credits carried between shifts. However,
you can only insert up to 1600 (on top of the 50 creds it
auto-generates) each shift, so it does take a small, itsy bitsy of
patience to fill it to the brim.
## Why It's Good For The Game
I put some effort coding persistent piggy banks when making the
cafeteria PR for the museum away mission a while ago (which apparently
isn't enabled yet because the key holders forgot to ig). It'd be a shame
of all the existing code were only used for a single persistent piggy
bank.
## About The Pull Request
This PR does many things, I'll try to explain the basic/background stuff
to the main thing first:
1. Adds a new remote that allows a human to function like an AI. It
controls a fly that will fly around the station slowly, and when it
reaches a machine then the person can interact with it as if they were
an AI. This required changing a lot of silicon/AI checks with one that
also checks for this remote, and some messing with shared ui state.
2. Moves req_access from the obj and bot to ``/atom/movable`` which lets
it be shared between the two, no more copy-paste and one side lacking
features/checks/signals the other has.
3. Adds a check for AI config for AI-related station traits, which was
lacking prior
Now for the good part...
Adds a new station trait that replaces the AI with a Human.
This person is equipped with an AI headset (including Binary), an
advanced camera console, an omni door wand, the machine controller, and
their laws.
They are immune to the SAT's turrets (even if set to target borgs) and
are slow outside of the SAT, mimicing the actions of the AI.
They interact with the world through their advanced camera console,
which allows them to do most AI stuff needed, and the holopad they can
connect to without having to ring first (like Command can).
They are given a paper with the laws they must follow, but since they
are human they are able to bend it. Cyborgs that run the default lawset
are "slaved" to them via an unremovable law 0, so the Human AI can bend
the laws if they really need to (for their own survival n such), and
make the cyborgs obey their commands above laws, but in general this
shouldn't be a frequent occurrence. This does take into account the
unique AI trait, so it's not guaranteed Asimov.
When this station trait rolls, all Intellicards, AI uploads, and AI core
boards are destroyed and are unresearchable. They can be spawned by
admins in-game if necessary. Maybe in the future we can also exclude
Oldstation from this but I haven't really decided.
Extra perks:
Human AI spawns with a Robotic voicebox (unless they are a body purist)
and teleport blocking implant, so they can't use teleporters to bypass
their on-station slowdown.
They also have an infinite laser pointer that can be used to blind
through their camera console. This is unfortunately nerfed from the
recent borg balance PR that removed its stun. This was meant to be the
alternative to no longer being able to permanently lock borgs down like
AIs can (or more than one, for that matter).
They aren't affected by Roburgers, Acid, and Fuel's toxicity.
Bots salute them like they do Beepsky (which is now a trait)
They spawn with SyndEye to replace the AI's tracking ability
They do not have a bank account
### The machine remote
The machine remote has a little fly in it that flies to the machines it
is pointed to, working as the arms and legs of the Human AI. It scans
the machine and punches in the action the AI does, and is how the AI
accesses basically anything. This fly slowly moves from one machine to
the next, and can be recalled with Alt Click.
It works on machines and bots.
### Video (Low quality to fit Github)
https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8
## Why It's Good For The Game
I've seen a funny screenshot one day of a person replacing the AI by
using a bunch of door remotes, camera console, crew monitoring console,
and a few other things. I've been thinking about that for a few years
and really wanted to make it official if not easier to make possible,
because it is an incredibly funny interaction.
This makes it a reality, and while they aren't as powerful as regular
AIs, I think it makes for better and funnier in-game moments. With the
same weight as Cargorilla (1), I hope this wouldn't be rolling too often
and ruin rounds, but instead show off the different capabilities that
Humans and AIs can do, to do the job of an AI. You win some you lose
some.
## Changelog
🆑 JohnFulpWillard, Tattax
add: Adds a new station trait job: The Human AI.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Added secondary objective lockboxes to bitrunning. These pull from a
list of secondary objective loot on the domain, with a limited quantity
of items. Once there are no items left to pull, the secondary objective
disappears. If multiple secondary objective markers are placed, they
will be placed until all markers have been used, or all the items in the
loot pool are already spoken for.
To support this functionality, adds SSbitrunning, which stores all
domains as instances, instead of checking the hardcoded types as
previously. SSbitrunning manages listing domains for the quantum
console, and rolling secondary loot.
As an example of this functionality, added a side path to Glacier Grind
with a polar bear and some loot.
## Why It's Good For The Game
Secondary objectives give mappers ways to encourage players to venture
into a wider range of domains by offering non-trivial loot beyond the
fluff items given in the main caches. The absolute limit on the number
of items available ensures these items can't be farmed.
As well as supporting secondary objectives, SSbitrunning allows for
future support of features relying on mid-round modification of domains,
for instance adding custom domains.
## Changelog
🆑
add: Added secondary objectives to bitrunning!
add: Pick up encrypted curiosities and return them to the safehouse to
claim their contents.
add: Glacier Grind has been given a secondary objective, look out for
the limited edition hat.
add: Bitrunning domains can now be modified during the round by admins.
/🆑
## About The Pull Request
Extends the metric prefixes some things will display. Adds the quecto,
ronto, yocto, zepto. atto, exa, zetta, yotta, ronna and quetta prefixes.
## Why It's Good For The Game
Makes it easier to read the numbers when someone manages to break atmos
or whatever.
## Changelog
🆑
qol: Extended the metric prefixes.
/🆑
## About The Pull Request
wolves got refactored but the ore vents were still spawning the old
versions, this fixes it and removes the old wolves from the code
## Why It's Good For The Game
fixes ore vents spawning old wolves
## Changelog
🆑
fix: fixes ore vent spawned wolves being untammable
/🆑
## About The Pull Request
picking up the dropped rifles of #78515 and #81618 and making only one
small, measurable change that should test the general principles while
making life better if they're proven true:
does what it says on the tin: makes flashes Knockdown rather than
Paralyze
this will be successful if people report more close fights where flashes
were involved and feel better about playing on both sides of
flashing/getting flashed
## Why It's Good For The Game
hardstun rocket-tag combat bad. opportunities for counterplay and combos
good.
Paralyzes
- basically prevent you from doing anything. anything.
Knockdowns
- let you try to deploy your flash protection before the follow-up if
the opponent's just trying to use the flash
- let you try to crawl, juke, and make your opponent's life a little
less simple
- give you an actual choice: do I try to scream HELP immediately after
the flash before I get taken out, or try to use an item, swing back, or
wriggle out?
- still disarm you if you're standing which is pretty cool I think
- still let you stamcrit some goofball crawling at you even if they keep
crawling
doesn't change how mounted flashes or portable flashers work. still 10
and 8s Paralyzes respectively.
not a moth buff because they still can't wear sunglasses to no-sell the
flash entirely ha ha goofy bug
## Changelog
🆑
balance: personal flashes now Knockdown rather than Paralyze direct
targets.
/🆑
# Disclaimer: No Goon code was referenced or used in the making of this
PR
## About The Pull Request
[Design Document (Read this for more
information)](https://hackmd.io/@L9JPMsZhRO2wI25rNI6GYg/rkYKM9Yc6)
This PR adds Spies as a new roundstart antagonist type, inspired by
Spy-Thiefs from Goonstation.
Spies are tasked with stealing various objects around the station, from
insulated gloves to the black box, from the clown's left leg to the
bridge's communications console.
For every item stolen, the Spy is rewarded with a random item from the
Syndicate Uplink, plus some items uniquely available to the Spy. Stolen
items are then shipped off and sold on the Black Market Uplink, allowing
the crew - or maybe some other evil-doers - to get their hands on them.

More ideas for theft items and bounties are welcome.
## Why It's Good For The Game
See the design document for more information.
In short: Adds a solo antagonist which has less impact than your
Traitors and Heretics, but more impact than Paradox Clones and Thieves.
In other words: On the same tier as old traitors.
Seeks to embrace the sandbox aspect of antagonists more by having no
precise greentext objective, and instead some suggestions for chaos you
can embark in. Have fun with it!
## Changelog
🆑 Melbert
add: Spies may now roam the halls of Space Station 13. Watch your
belongings closely.
/🆑
## About The Pull Request
Split this off from https://github.com/tgstation/tgstation/pull/81598 in
hopes to keep it as atomic as I can.
Genericizes the things that holographic monkey species existed to
replace, so now we don't have to worry about having to copy paste this
to any future mob later down the line.
## Why It's Good For The Game
Removes a monkey species subtype, and a pretty bad one at that.
Preferably makes hologram mobs more consistent with eachother and
prevents copy paste happening everywhere in the future if any new mobs
ever gets added to the holodeck.
## Changelog
🆑
refactor: Holographic mobs now gives better feedback to players and
should more consistently not give any drops.
/🆑
## About The Pull Request
This should fix#81560 and fix#81561,
## Why It's Good For The Game
Oh no, another invisibility exploit.
## Changelog
🆑
fix: fixed an issue with tactical appearance (potted plants / cardboard
cutouts) not going away after giving the item to someone else.
fix: Fixed slaughter demon cutouts being invisible. Also fixed another
issue with the tactical appearance not going away when the cardboard
cutout is pushed down.
/🆑
## About The Pull Request
I am back to pushing my code improvements upstream, sorry in advance.
As the title says, this adds support for achievement icons to be in
different dmi files than the default, pretty much the exact same way
that Language icons (for chat assets) do.
## Why It's Good For The Game
It is one of the few things in game (the only other thing i can think of
that does this rn is barsigns) that cannot have their icon changed when
trying to make a subtype, this is very limiting and very annoying,
especially since dmi conflicts are one of the worst types to deal with,
this would make my life a lot easier.
## Changelog
No player-facing changes.
## About The Pull Request
The original PR has went stale for a long while now, which is a pity,
since it's an overall improvement on lingus' sprites: #80702
## Why It's Good For The Game
>Old changeling sprites look old and boring, we thought they should get
an update
## Changelog
🆑 MelokGleb and KREKS, McRamon, Ghommie
image: New sprites for changeling powers and items. Woooh.
/🆑
---------
Co-authored-by: MelokGleb <99420088+MelokGleb@users.noreply.github.com>
## About The Pull Request
It was dumb. LITERALLY just a proc.
So let's replace it with a proc then, as a helper at least. I'll take
this chance to disambiguate tail code to make it a bit less messy, and
hand back usable args in case we want to react to our change in tail
status
## Why It's Good For The Game
Code's less shit (slightly)
## About The Pull Request
What it says on the tin. I also replaced checks with it everywhere I
found appropriate, hopefully without accidentally breaking anything.
## Why It's Good For The Game
We have a helper for most other antags, and it makes code a lot cleaner
and easier to read. I'm surprised we didn't have this one already.
## Changelog
🆑
code: added an IS_CHANGELING() helper and used it where applicable
/🆑
## About The Pull Request
- Kicks Martial Arts out of the attack chain.
- All Martial Arts attacks are now handled via unarmed attack or grab
signals
- This means all martial arts are now technically on the living level,
allowing any mob that can unarmed attack to martial arts. Sort of. YMMV.
- All martial arts block checking is now handled by the arts themselves,
meaning you can selectively decide for a martial arts strike to not be
blocked. Maybe good for the future.
- A comprehensive cleanup of all existing martial arts. Improving var
names, code, adding some missing animation calls, etc.
Fixes#74829
## Why It's Good For The Game
Untangles the mess that is martial arts, making it a lot easier to work
with the attack chain and making it overall a ton more consistent.
## Changelog
🆑 Melbert
refactor: Big martial arts refactor, they should now overall act a ton
more consistent. Also technically any mob can do martial arts. Let me
know if something is funky.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Husk icons are now generated dynamically by greyscaling the limbs and
applying the husk blood overlay
rather than everything using the same husk sprite
## Why It's Good For The Game
Less sprites needed, also good for nonhuman races especially those with
non-humanoid shapes
All that is needed for a husk icon now is a blood overlay instead of an
entire limb set
Human, Lizard, Moth, Monkey husks
PIC IS A BIT OUTDATED, THE BLOOD IN PIC IS DARKER THAN HUSK BLOOD
(fixed) AND IT DOESNT "FIT" TO LIMB SPRITE (fixed)

## Changelog
🆑
refactor: Husk icons are now dynamically generated. See if you can
identify what species it was!
/🆑
## About The Pull Request
Situation: areas have a list of all turfs in their area.
Problem: `/area/space` is an area and has a 6 to 7 digit count of turfs
that has to be traversed for every turf we need to remove from it. This
can take multiple byond ticks just to preform this action for a single
space rune
Solution: split the list by zlevel, and only search the right zlevel
list when removing turfs from areas.
replaces `area.get_contained_turfs()` with a few new procs:
* `get_highest_zlevel()` - returns the highest zlevel the area contains
turfs in. useful for use with `get_turfs_by_zlevel`
* `get_turfs_by_zlevel(zlevel)` - returns a list of turfs in the area in
a given zlevel. Useful for code that only cares about a specific zlevel
or changes behavior based on zlevel like lighting init.
* `get_turfs_from_all_zlevels()` - the replacement for
`get_contained_turfs()`, renamed as such so anybody copying/cargo
culting code gets a hint that a zlevel specific version might exist.
Still used in for loops that type checked so byond would do that all at
once
* `get_zlevel_turf_lists()` - returns the area's zlevel lists of lists
but only for non-empty zlevels. very useful for for loops.
The area contents unit test has been rewritten to ensure any improper
data triggers failures or runtimes by not having it use the helpers
above (some of which ensure a list is always returned) and access the
lists directly.
Pretty self explanatory. I suppose this isn't a 100% fix or refactor,
since it adds a UI for their features and makes it removable, but also
these never happen
🆑
code: The mushroom cap is now an external organ (jungle station will
never happen)
fix: Mushpeople caps are no longer solid black
/🆑
## About The Pull Request
### Reftracking BS
Alllright so reftracking is slow, really really slow.
That's a problem for me, both because I want it to be fast so I can more
efficiently torture players by running it on live, but also because it
impedes both local and CI runs.
So I've set out to micro optimize the DoSearchVar proc, one of the
hottest in the game.
I've done this in a few different ways.
#### The simple shit
Removing redundant proc args
Yeeting assoc arg setting (extra cost)
Moving if statements around to prioritize the more common case
Ignoring empty lists.
#### The not simple shit
Throwing our snowflake list checking into the sun
(Background, byond has some special lists that cannot be accessed like
an assoc list, trying to will lead to runtimes)
The way we handle this involves inspecting their ref string, and it eats
a LOT of time.
Faster then to mark all the lists we know are special by var name, and
then use try/catch to detect and silence anything that sneaks through
(this is on the order of like 1/3 per run, kinda curious what they are
tbh)
Thanks to MSO for the idea for this btw.
Removes the vars and logic that tied ref searching to clients.
It's not how this code is used, and it slows everything else down for
really no reason
Added support for handing in a known "hanging reference" count, and then
searching for that.
This lets us early exit the ref search if we find everything we were
looking for, which is REALLY powerful, and why I asked for refcount() in
the first place.
### Harddel Fixes
[Fixes some harddels w gulag stuff born of the 515 one way ref
issues](046d7daa03)
[Ensures proximity cameras clean their ref to their proximity datum if
it's
deleted](ff607e9ccb)
[Deleting a pipe connected via the gas_machine_connector datum to a
machine should also delete that machine (harddel
fix)](9eecca22e7)
## Why It's Good For The Game
All this combined speeds up refsearching massively, on the order of
hundreds of seconds, and makes it far less time consuming for both CI
and running on live.
I'll be bullying some servers semi soon, want to see what I can cut out.
Fixes#80926, fixes#80372
The tongue, eyes, ears and brain vars were also being updated and
cleared elsewhere, runtiming whenever a regular head got dismembered and
then emptied, which would eventually cause a harddel due to improper
clean-up
I've fixed the errant proc and just removed those vars because I don't
like having duplicate references for no reason (they should always
already be in contents)
Not player facing
## About The Pull Request
turns hygenic bots into basic bots. also now PAIs and people can play as
hygeinebots. and they can wear hats
## Why It's Good For The Game
transforms hyginebots into basic bots. their old AI used to handle all
the logic. i moved some of the logic to the mob itself so players can
also clean (or burn) things. also this pr will add pathing limits to
bots, in the case the jps movement thinks it can reach something, but
actually cant, in which case the bot will give up the chase
## Changelog
🆑
refactor: hygeinebots are now basic bots. please report all the bugs
fix: fixes hygenebots not being able to patrol
add: hygeinebots can now be controlled by Players
/🆑
## About The Pull Request
adds a station trait which adds a new role, the bridge assistant
he is designed to help commandeer the bridge and help out other heads
when needed. he is armed with the mini energy gun (the one heads used to
have on kilostation), a flash, a toolbelt (with an inducer), some cool
shades and a swanky scarf.
as he is a nerd he is weak and unable to twohand weapons, preventing him
from wielding the fire axe.
currently he does not have a mindshield but he cannot roll antag
he currently has access to the bridge, announcement console, eva,
teleporter, gateway, maint, and a weapon permit (somewhat (not really
other than for nerds) interestingly this is the first job that isnt
assistant that doesnt have access to any lathes, so he doesnt have orm
access unlike all the other jobs (except assistant))
the trait also makes a coffee machine spawn on the bridge
here is some useful art of your role

and ingame screenshots



## Why It's Good For The Game
Adds upon the station trait job system with a straight forward role that
IS just a human (unlike the cargorilla), and is pretty basic with no
custom assets or whatever other than hud icons
Having the bridge assistant in some rounds seems like a neat way to
protect it since it gets fucked up in like half the time, while also not
having enough mechanical depth or gameplay as to warrant it as a
permanent role
## Changelog
🆑
add: Bridge Assistant job accessible from a station trait.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
closes#53931, #70916, #53931
## About The Pull Request
Organs were previously stored in nullspace. Now they are stored in their
prospective bodyparts. Bodyparts are now stored in the mob.
I've also had to refactor a lot of code concerning organ movement.
Previously, organs were only moved into bodyparts once the bodyparts
were removed. To accomodate this change, two major distinctions have
been made:
**Bodypart removal/insertion**
Called only when an organ is taken out of a bodypart. Bodypart overlays,
damage modifiers or other changes that should affect a bodypart itself
goes here.
**Mob insertion/removal**
Called when an organ is removed from a mob. This can either be directly,
by taking the organ out of a mob, or by removing the bodypart that
contains the organ. This lets you add and remove organ effects safely
without having to worry about the bodypart.
Now that we controle the movement of bodyparts and organs, we can fuck
around with them more. Summoning someones head or chest or heart will
actually kill them now (and quite violently I must say (chest summoning
gibs lol)).
https://github.com/tgstation/tgstation/assets/7501474/5efc9dd3-cfd5-4ce4-b70f-d0d74894626e
I´ve also added a unit test that violently tears apart and reconstructs
a person in different ways to see if they get put toghether the right
way
This will definitely need a testmerge. I've done a lot of testing to
make sure interactions work, but more niche stuff or my own incompetence
can always slip through.
## Why It's Good For The Game
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
A lot of organ work is quite restricted. You can't C4 someones heart,
you cant summon their organs and a lot of exceptions have to be made to
keep organs in nullspace. This lets organs (and bodyparts) play more
nicely with the rest of the game. This also makes it a lot easier to
move away from extorgans since a lot of their unique movement code has
been removed and or generalized.
I don't like making PRs of this size (I'm so sorry reviewers), but I was
in a unique position to replace the entire system in a way I couldn't
have done conveniently in multiple PRs
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
refactor: Your organs are now inside your body. Please report any issues
with bodypart and organ movement, including exotic organ, on github and
scream at me
fix: Cases of unexpected organ movement, such as teleporting bodyparts
and organs with spells, now invokes a proper reaction (usually violent
death)
runtime: Fixes HARS runtiming on activation/deactivation
fix: Fixes lag when species swapping
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
## About The Pull Request
this pr refacotrs cleanbots into basic bots. also adds a new skillchip
for janitrs. this skillchip will allow janitors to communicate with
cleanbots and order them around, like pointing at something and telling
them to clean it. also now the cleanbot has an inbuilt mop which it will
use to smack mice and cockroaches
## Why It's Good For The Game
refactors cleanbots into basic bots and fixes them getting stuck
sometimes while patrolling. also janitors being able to order them
around can make them a bit more useful as tools for the janitor
## Changelog
🆑
refactor: cleanbots are refactored into basic bots. please report all
bugs
fix: fixes cleanbots getting stuck sometimes while patrolling
add: janitors get a new skillchip which allow them to communicate with
cleanbots
/🆑
## About The Pull Request
`/obj/item/seeds/sample` was completely unused, ever since it's
inception in #16082
(d513f52244)
as far as I can tell
(Me when "adds plant samples for future use" never makes use of them in
the future)
All this does is complicate hydro code so it dies.
Anything it is doing should be handled by genes probably
While I was here I made sure nothing in `can_add` will break and touched
up the code a tiny tiny bit. I kept it as `SHOULD_CALL_PARENT` even
though it doesn't make use of it at the moment because every trait
currently calls parent / respects return value, so sure, why not
## Changelog
Not necessary
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Does what it says on the tin. We don't have any "special" sources of
clone damage left in the game, most of them are rather trivial so I
bunched them together into this PR.
Notable things removed:
- Clonexadone, because its entire thing was centered around clone damage
- Decloner gun, it's also centered around cloning damage, I couldn't
think of a replacement mechanic and nobody uses it anyways
- Everything else already dealt clone damage as a side (rainbow knife
deals a random damage type for example), so these sources were removed
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Consider the four sources of normal damage that you can get: Brute,
Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very
well put together and it's no surprise that they are in the game, as you
can fit any way of damaging a mob into them. Getting beaten to death by
a security officer? Brute damage. Running around on fire? Burn damage.
Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn
and oxygen damage. Technically there's also stamina damage but that's
its own ballpark and it also makes sense why we have a damage number for
it.
Picture this now: We have this cool mechanic called "clone pods" where
you can magically revive dead people with absolute ease. We don't want
it to be for free though, it comes at a cost. This cost is clone damage,
and it serves to restrain people from abusing cloning.
Fast forward time a bit and cloning is now removed from the game. What
stays with us is a damage number that is intrinsically tied to the
context of a removed feature. It was a good idea that we had it for that
feature at the time, but now it just sits there. It's the odd one out
from all the other damage types. You can easily explain why your blade
dealt brute damage, but how are you going to fit clone damage into any
context without also becoming extremely specific?
My point is: **clone damage is conceptually a flawed mechanic because it
is too specific**. That is the major issue why no one uses it, and why
that makes it unworthy of being a damage stat.
Don't take my word for it though, because a while ago we only had a
handful of sources for this damage type in the game. And in most of the
rounds where you saw this damage, it came from only one department. It's
not worthwhile to keep it around as a damage number. People also didn't
know what to do with this damage type, so we currently have two ways of
healing clone damage: Cryotubes as a roundstart way of healing clone
damage and Rezadone, which instantly sets your clone damage to 0 on the
first tick. As a medical doctor, when was the last time you saw someone
come in with clone damage and thought to yourself, "Oh, this person has
clone damage, I cannot wait to heal them!" ?
Now we have replacements for these clone damage sources. Slimes? Slime
status effect that deals brute instead of clone. Cosmic heretics? Random
organ damage, because their mechanics are already pretty fleshed out.
Decloning virus? The virus operated as a "ticking timebomb" which used
cloning damage as the timer, so it has been reworked to not use clone
damage. What remains after all this is now a basically unused damage
type. Every specific situation that used clone damage is now relying on
another damage type. Now it's time to put clone damage to rest once and
for all.
Sure, you can technically add some form of cellular degradation in the
future, but it shouldn't be a damage number. The idea of your cells
being degraded is a cool concept, don't get me wrong, but make it a
status effect or maybe even a wound for that matter.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
del: Removed clone damage.
del: Removed the decloner gun.
del: Removed clonexadone.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
## About The Pull Request
I've stumbled across this enough to finally go through the entire
codebase and fix it. I left out changelogs simply because rewriting
history logs is bad.
## Why It's Good For The Game
I find it pretty annoying because I stumble across words that are
misspelled for a few seconds, and I'm likely not the only one who feels
like this. Less spelling mistakes in code are better.
## Changelog
🆑
spellcheck: Occurrences of "recieve" has been changed to "receive".
/🆑
## About The Pull Request
refactors bots into basic bots. i decided to do medibots first because
they were the most complex bots and wanted to get them out of the way
first. if this pr gets merged then i will be rolling out the rest of the
bot refactors over the next months
medibots can now wear any type of hats! some of these hats can trigger
unique new recorded voicelines and interactions!


## Why It's Good For The Game
converts medbots into basic medbots. they are now a bit more responsive
than before but overall they should act similarly to how they did. also
adds the basic bot ai framework which has all the generic bot behaviors
that the next bots may or may not need to have in their ai. i tried my
best to improve their code and turned some of their bitflags into define
bitfields. this pr may need a careful review because i did it from
scratch as the old bot project branch was too outdated for me to use
## Changelog
🆑
refactor: medbots are now basic bots. please report any bugs
add: medbots can wear hats!
/🆑
## About The Pull Request
Adds medical record descriptions to the heterochromatic, signer, spacer,
and voracious quirks.
## Why It's Good For The Game
More flavor text! And also means they show up on medical records or when
using medical HUDs to view quirks.
Right now if you view someone with these quirks the line will be blank
in the medical records, so it makes that less confusing.
## Changelog
🆑
add: Heterochromatic, Signer, Spacer, and Voracious quirks are now
properly accounted for in medical records.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
this pr transforms cats into basic pets! cats now have some new
behavior. they can carry fish and hunted mice in their mouths to deliver
it to kittens, and kittens will eat them.


if a kitten sees you holding food, it will point at you and meow loudly
until u give it the food.
becareful when putting male cats near each other, there is a small
chance they get into a heated argument and meow loudly at each other
until one of them flees.
also added a new small cat house for cats. cats will use these homes if
u build one near them (using 5 wood planks)

Chefs can craft the cake cat and breadcat. these are useful cats because
they can help the chef around in the kitchen. they will turn stoves and
grills off when food is ready, so they dont burn. and the cake cat will
help the chef decorate his donuts
## Why It's Good For The Game
refactors cats into basic mobs and gives them a deeper ai
## Changelog
🆑
refactor: cats are now basic pets. please report any bugs.
add: the cake cat and bread cat can now help the chef around in the
kitchen
/🆑
## About The Pull Request
LSP supports it, let's GOOOOOO
I've removed the 515 tests since they're stable, alongside the libcall
wrapper. left the rustgcall wrapper cause yaknow memes
Just removed all the 515 and 514 particular define wrappers. gaming
## Changelog
🆑
server: Minimum compile version has been bumped to 515. clients still
support 514 but we're gonna start using 515 restricted features for
serverside now.
/🆑
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
515 changed get_dist to return inf when either end is on another z
level, instead of just the maximum range. `/mob/living/Hear` early
returns when the speaker is too far away to hear. Previously we would
get around this by passing in INFINITY as the range for the message, but
the INFINITY define is just a very large number instead of real infinity
which is what byond gives back for get_dist.
I also improved the unit test a little while debugging this.
## About The Pull Request
I have found a unit test that spawn instances of
`/mob/living/carbon/human/consistent`, without using `allocate`, so they
won't get into the list of things to be deleted when CI finishes
running. This PR ensures that they won't stick around after the unit
test has finished.
I kept them picking a random tile from the unit test room, instead of
going with `allocate`'s default of the test area's bottom left corner.
Could have maybe swapped it to pick_n_take so there is no chance of them
piling up, but that is not relevant to the CI issue.
## Why It's Good For The Game
Maybe this will stop the random CI failures where
`/mob/living/carbon/human/consistent` fails to be deleted.
## Changelog
Nothing player facing
## About The Pull Request
I find the proc hard to read honestly. There's no reason we can't split
this into two functions - the secondary functionality is used only once,
in reader.dmm.
## Why It's Good For The Game
Code improvement
Glorious snake case
## Changelog
N/A nothing player facing
---------
Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com>