## About The Pull Request
Supermatter and tesla zaps can trigger electrolysis reactions.
Hypernoblium to antinoblium conversion requires supermatter zaps above 5
GeV, with 100% efficiency at 9GeV. Antinoblium is generated at 1:1 from
hypernoblium consumed. The requirement for hypernoblium conversion is
also included in the reaction console.
## Why It's Good For The Game
Ordinary electrolysis is a rather boring way to obtain antinoblium,
especially with fire extinguisher cheese. This limits the creation of
antinoblium to more extreme and loud methods. This is mainly intended
for balancing #91016, but seems out of scope to include in that PR. This
also gives room for antinoblium to be balanced as one of the more exotic
gases, and is much more obvious when antinoblium is being created.
## Changelog
🆑
add: Supermatter and tesla zaps can trigger electrolyzer reactions.
balance: Hypernoblium to antinoblium electrolysis requires supermatter
zaps above 5 GeV.
balance: Hypernoblium is converted to antinoblium 1:1 during
electrolysis.
/🆑
## About The Pull Request
When a shuttle moves, usb ports now wait for the shuttle to finish
moving all of its contents to determine whether they should detach from
whatever they are connected to.
This PR also adds a new signal whose registered handlers can affect what
gets moved when part of a shuttle moves, but until a handler for that
signal actually needs to do so, that behavior only really matters in the
sense that it is now exposed to lua scripting.
## About The Pull Request
If you examine a soul shard closely, you can learn to craft the MOD soul
shard core. It takes the same basic ingredients as other MOD cores, but
uses a soul shard. It is powered by your own soul, which drains your
sanity to provide charge (if mood is disabled in the config, it's
practically equivalent to an infinite core).
Crafting one ejects any shades in the shard (because that's the simplest
behavior that doesn't require a substantial refactor to crafting or
modsuit code).
Depending on the kind of shard used, certain roles get negatively
impacted by using a modsuit with such a core.
- Cult soul shards wrack non-magical roles (anyone that isn't a cultist,
heretic, heretic minion, or wizard) with horrible agony (a -20 moodlet
that expires 10 seconds after turning the suit off)
- Holy soul shards wrack cultists and heretics with horrible agony,
while wizards are put at unease (-3 mood)
- Wizard soul shards have no negative impact on anyone
- If someone were to VV a soul shard to have the heretic theme (only
used by rusted harvesters), it would be functionally identical to the
cult shard
Soulless mobs (liches, people who lost with the cursed russian revolver,
and people who died from casting Soul Tap too many times) have no soul
for the core to draw power from.
Also gives the wizard modsuit a soul core.
## Why It's Good For The Game
Provides a neat but caveat-rich way to utilize soul shards, especially
for players who have no way to obtain construct shells absent a cult or
wizard to create them.
## About The Pull Request
Reduces rubbershot pellets from 11 stamina damage to 10 stamina damage.
## Why It's Good For The Game
So fun fact. Stamina crit threshold is particularly generous about when
it tips you over into stamina crit.
Fired from a combat shotgun, rubbershot would deal 99 stamina damage at
point blank. Resulting in you entering stamina crit if you didn't have
any armor at all.
By reducing this by exactly one point, this no longer happens.
This is another PR I was reluctant to do but honestly, this change was
recent enough that I frankly do hold a lot more of the blame for it. A
few steps back isn't going to hurt anyone. These things still spew
damage at whatever you point them at.
"But Anne, what about rubbershot in riot shotguns!"
It did 66 stamina damage total. At 60 damage, you can still slow down
someone in a sec vest with a point blank shot. For the most part, it
will probably be completely unnoticeable for the riot shotgun. I don't
even know why it was an uneven number to be completely honest with you.
## About The Pull Request
Closes#90666, converts minetypes to defines, gives icebox a minetype
define which could also be used later to give mining suits some fur or
something.
## Changelog
🆑
fix: Icebox artifact exports no longer claim they're from a lava planet
/🆑
## About The Pull Request
- Damp rag is now no longer god's perfect cleaning tool. After blood,
the damp rag will collect it, and after cleaning a lot of blood, you can
no longer clean with the rag until you wash it in a sink (or with
cleaner or however you want)
- This means the rag will collect DNA in it as you clean, which gives
detectives an opportunity to investigate.
- It also means the DNA it collects will occasionally spread onto you,
meaning you will have to clean your gloves or hands.
- Cleaning vomit and such is (currently) unaffected (and does not dirty
the rag).
- Diseases are not currently transferred to the rag (but this would be
fun to add)
- Gauze now gets dirty when using it to wrap bleeding wounds. This is
just visual, though blood DNA gets transferred. It can be washed in a
sink.
- Removed gauze on sink / cloth on sink interaction.
- Can't really wash gauze with it, plus it's redundant.
- Damp rag is no longer a cup.
## Why It's Good For The Game
Damp rag is just "soap without any downsides", which is kinda lame.
I thought about going a step further and making it require you wet it
first but then it just becomes "mop but small" which is also lame.
Instead, you're required to clean it, which gives janitors / crewmembers
an alternate cleaning method:
- Soap: Small, finite, limited. Can't be replenished.
- Cleaner: Small, finite, even more limited, ranged. Can be refilled
with chemistry's help.
- Mop: Large, infinite, limited. Needs a water bucket.
- Damp Rag: Small, infinite, limited. Need to clean it after a few goes.
## Changelog
🆑 Melbert
balance: Damp Rags can now get dirty when using them to clean blood,
passing blood DNA along.
add: Gauze now gets dirty when apply it to actively bleeding wounds.
Doesn't spread disease or anything, just passes blood DNA. It can be
cleaned in a sink.
del: Removed cloth on sink / gauze on sink interaction to make rags.
Just use the crafting menu
/🆑
## About The Pull Request
``update_clothing`` by default doesn't update anything. Also fixed a
missing return in ``allow_attack_hand_drop`` that always failed the
proc.
## About The Pull Request
Closes https://github.com/tgstation/tgstation/issues/81140
Closes https://github.com/tgstation/tgstation/issues/72342
Fixes presets, custom explosions, partly fixes tooltips (they are
completely broken and some positions don't work at all if text is too
long)
Fixes always failing sound length check and fall sound timing
Adds small preview box for preset color button
Adds 5th variable to custom explosion size: flash range
Adds flash range to admin logs

## Why It's Good For The Game
Less bugs (rip moths)
## Changelog
🆑
fix: fixed presets, custom explosion, fall sound in admin supply pod
admin: admin supply pod now can have flashy explosion, set it via custom
explosion button. Added flash range to admin logs
/🆑
## About The Pull Request
Closes#91040 by making the check on the ash storm be inside of the
recursive parent checking, makes power miners (holoparasites) spawned
from the dusty shard ash and snowstorm immune
## Why It's Good For The Game
Fixes bug, latter makes you take double damage if you don't have
protection, and if you do it prevents your miner from going outside of
your body during a storm. Them having protection from storms is kinda
fitting.
## Changelog
🆑
balance: Power Miners are now ash and snowstorm immune
fix: Holoparasites no longer take damage from ash storms inside of
storm-protected hosts
/🆑
## About The Pull Request
Rewrote the planemaster debugger to be more legible and useful. Planes
are now clustered based on their dependants, all buttons have been moved
to the header, connections are highlighted when hovering over nodes and
you can see filter type and blend mode when clicking the node (deleting
a connection is done through a button in the tooltip)

## Why It's Good For The Game
Old planemaster debugger is horrifically jank to use, has broken visual
offsets for all nodes, connections and buttons, and is in a single
thousand line long file.
## Changelog
🆑
refactor: Refactored the planemaster debugger tool
/🆑
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## About The Pull Request
#90869 and #90937 ran into some nice merge skew issues, where the latter
got in despite its slot lists needing to be adjusted to go with the
former.
...But `LOCATION_MASK` never existed. So this pr adds that.
......But `equip_in_one_of_slots(...)` wouldn't actually do anything,
because of trying to treat a regular list like an associative list with
corresponding item slots. So this pr adds those corresponding item
slots.
This should fix our issues.
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## Why It's Good For The Game
less jank
also hey resolves our merge skew
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## Changelog
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🆑
fix: Fixes quirks and the scarf trait just dropping items to the ground.
/🆑
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## About The Pull Request
So yesterday I've spotted that we had wrong SLOTS_AMT value set, and
went a bit down a rabbit hole and found how abhorrent our
ITEM_SLOT_BACKPACK and ITEM_SLOT_BELTPACK usage is. They're not real
inventory slots, but just "hints" at items being located in backpacks or
belts, or instructions to put an item into a belt/backpack. This PR
rewrites all usages of them as "hints", and adds an equip_to_storage
proc used to equip an item into a storage positioned in a certain slot,
so ``equip_to_slot_if_possible(item, ITEM_SLOT_BACKPACK)`` is now
``equip_to_storage(item, ITEM_SLOT_BACK)``
## Why It's Good For The Game
Its really stupid and we shouldn't have those as slot flags,
ITEM_SLOT_HANDS at least makes sense but those two are just absurd.
Should make equipping things into non-backpack storage a bit easier too,
in case we end up going through with the idea of suit/uniform pockets
being a major part of player inventory.
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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🆑
refactor: Refactored how backpack and belt contents are handled in mob
inventory code, report any issues with lingering item effects or
inability to equip things into them!
/🆑
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## About The Pull Request
PR adds new unique weapons for mechs - thermal cannons. You can only buy
them in cargo in the "armory" category for 5k, which adds cooperation
between cargo and science (maybe even security, since you need their
access to open the crate).
Thermal guns only work better in pairs, allowing them to reload faster.
You can't have 2 of the same thermal guns (not that you could use them
anyway even if you could install the same ones)
Sprites by: https://github.com/sylvia-from-fulp-stationhttps://github.com/user-attachments/assets/d78504b9-90b8-4f8b-b850-fa96dd8ef554
## Why It's Good For The Game
Mechs don't need buffs, but a greater variety of weapons. Thermals will
be a good example of combining both energy weapons and ballistic weapons
(which mechs lack so much, since all we have from ballistics is Hades,
which does not damage at all). It will also be, in my opinion, the first
interesting weapon that not only shoots, but also gives some bonuses
when used correctly.
## Changelog
🆑
add: Added heavy thermal guns for mechs. Works on the principle of
regular hand guns. Can only be purchased in cargo, as they are
experimental.
/🆑
## About The Pull Request
Instead of having the deep water tile slow people down, they get slowed
down by the swimming status effect. Fishpeople are immune to that
slowdown.
## Why It's Good For The Game
glug
## Changelog
🆑
fix: fixed fish infused people swimming slow in deep water
/🆑
## About The Pull Request
Rearranges some stuff in nukie base and adds a freezer line into the
chamber, with a electrizer for hydrogen.
Adds a pipe scrubber so nukies can clean the pipeline out faster
and adds a new keycard the janitorial closet for 10 TC coming with
neccesary janitor equipment and a water vapour canister!

## Why It's Good For The Game
Crew can already make hydrogen pretty fast and usually suicide bomb
nukies with it, this allows nukies (who think a little out of the box to
do the same with the crew, adding more setups possible with the ordnance
section and some quality of life aswell like a door letting the person
trough it
## Changelog
🆑 Ezel
add: Nuke ops can now buy a keycard to access their new custodial
closet!
map: Rearranges nuke ordnance room, and adds the custodial closet
/🆑
## About The Pull Request
Fixes the following issues:
1. Simple animals & Basic animals attacking things show their previous
HP as "NEWHP"
2. throwing things show their previous HP as "NEWHP"
3. Silicons being attacked by Xenomorphs logs combat twice, and both
show their previous HP as "NEWHP"
4. Silicons being attacked by Xenomorph and missing doesn't log the
attempted attack.
5. Failing to be facehugged doesn't log the attempt.
6. Attacking an Alien larva showed their previous HP as "NEWHP", and
didn't log misses.
## Why It's Good For The Game
It's nice when logs show the right information and show combat even if
they miss the punch.
## Changelog
🆑
admin: Fixed a few bad combat logs for basic/simple animals, thrown
things, and xenomorph stuff.
/🆑
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
## About The Pull Request
Makes it so that it is impossible to enter a mech if your hands are
full.
## Why It's Good For The Game
This can result in some...very unintended behavior should somehow you
cannot be forced to drop items in your hands.
## Changelog
🆑
fix: You must have both your hands empty before entering a mech. (But
items which replace your hand, like the light later or the hand of god,
won't prevent you from getting in)
/🆑
## About The Pull Request
Wheelchair bell detonation did not give any fingerprints to the bomb,
resulting in the person who attached it not being logged anywhere. The
bell action could also be used while stunned or paralyzed, allowing you
to blow yourself up during timestop which is a bit silly.
## Why It's Good For The Game
Makes admins job easier, fixes an oversight/exploit.
## About The Pull Request
When created, each instance of Summon Cheese has a 50% chance of its
invocation being changed to use the actual ref string for
`/obj/item/food/cheese/wheel`, instead of Skyrim's item id for cheese
wheels.
## Why It's Good For The Game
The invocation for Summon Cheese is itself a reference to a debug
feature from another video game. Why not add an extra layer of
meta-humor by occasionally using the actual ref string for the summoned
object's typepath in the invocation?
## Changelog
🆑
spellcheck: The invocation for Summon Cheese is sometimes more
representative of the realities of life aboard the station.
/🆑
## About The Pull Request
Based on how intoxicated you are, it is possible for you to avoid
obtaining moodlets and screaming from being cut open during surgery.
Adds some whiskey to the Tram and Meta robotics labs, as well as a shot
glass to drink it.
## Why It's Good For The Game
Alcohol is a valid anesthetic in this game, but the only way through
which you can avoid these moodlets is actually going fully under, so
alcohol is less ideal by comparison.
Having the option of liquoring up before surgery to try and tough out
the trauma is very on theme with the games themes of medical
malpractice.
On that note, roboticists using alcohol rather than proper anesthetic is
equally on brand. I just want to see a robo pessimistically pouring
their patient and themself a drink before picking up a scalpel.
## Changelog
🆑
qol: Being intoxicated enough can potentially beat back the trauma of
surgery. It's not reliable.
qol: Robotics on Tram and Metastation have a bottle of whiskey. You
know, for taking the edge off.
/🆑
## About The Pull Request
Adds a new quirk, (-10 cost) called Immunodeficiency, and a new inverse
chem of spaceacillin, sepsisillin. Both cause the same effect. (Well,
the quirk version is permanent obviously) When affected by either of
these, viruses will progress faster and you will catch them more easily,
burns will necrotize faster and be harder to sanitize, and alien embryos
will gestate more quickly. These effects can be mitigated with
spaceacillin, but even while under the effects of spaceacillin, you'll
only be about on par with or slightly worse than a normal person, as
opposed to the blanket protection that spaceacillin normally provides.
Owners of the quirk will be provided with a bottle of 3 low dose (1
minute duration) spaceacillin pills to mitigate their condition, and a
sterile medical mask(the noninternals kind) for style and flavor.
## Why It's Good For The Game
More unique quirk options = good. Reasons to actually ask RP and
chemists for things = good. More inverse chems = good.
Also, the sepsisillin was too good an inverse name and effect to resist.
Sepsisillin also has some interesting use cases.
Example: Need a guy dead and work in medical? you could just stab him,
or... you offer him a coffee. Inside said coffee is 10u of sepsisillin
and the deadliest blood transmitted virus (to minimize collateral
damage) you can cook up. Watch as he drinks said coffee, feels fine, and
then 2 minutes later suddenly starts attempting to un-dock from his
lungs.
## Testing Images:
Spawns with mask and pills:


Monkeyhuman with Fungal TB after 1 minute.

Monkeyhuman with Fungal TB and Immunodeficiency after 1 minute.

## Changelog
🆑
add: Adds new immunodeficiency negative quirk, and sepsisillin, the
inverse of spaceacillin. Both have an immune system weakening effect,
mitigate-able with spaceacillin.
/🆑
---------
Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
## About The Pull Request
Fixes issue that causes hypernob reaction to sometimes not work
Sometimes when using all nitrogen or all tritium in a hypernob reaction,
the remaining moles of tritium or nitrogen is negative because floating
point arithmetic is not perfectly precise. This causes the reaction to
fail and sit in limbo until someone messes with the air contents
This PR changes the comparison to very small values instead of 0 to
allow for a small amount of error.
## Why It's Good For The Game
Hypernob bombs sometimes not blowing up because of information that the
player doesn't have is cringe.
Hypernob stasis internals that explode with 8 dev with you breathe are
also gone, sorry. This was fun, but also probably not good for the game
## Changelog
🆑 Redbert
fix: Fixes issue that causes hypernob reaction to sometimes not work
/🆑
## About The Pull Request
Since #90505 added another entry to it the Regal Rat Riot ability, which
turns maintenance creatures into versions loyal to the rat, has become
sort of unmanageable (and to be honest it was a bit gross to start
with).
Instead of having a big if/else list (which was making the same range
check multiple times...) that sets stats on a bunch of mobs, I delegated
it to the mobs themselves and instead of changing some stats of the
existing mobs we just turn them into a new mob which can be spawned or
placed separately by mappers or admins if they want.
Other stuff I changed:
Riot (the ability which transforms mobs into minions) no longer spawns a
mouse if it fails to find anything. Instead you have a chance to fish
mice out of disposals bins while digging out trash and items.
Domain is now a toggle which activates itself every 6 seconds rather
than a button you manually click every 6 seconds.
Riot makes a visual effect when used.
Rare Pepe randomisation is done via a random spawner instead of the mob
modifying a bunch of its own properties in Initialise.
A bunch of mobs now automatically follow you after being tamed. I wrote
this assuming I was going to add it to the rioted mobs but then didn't
end up doing that because you might want them to immediately attack
someone.
My rule of thumb is that if I think you'd want the mob to attack someone
the moment it is befriended I didn't add this and if you wouldn't I did.
I changed some of the regal rat minion names, and some of them can now
spawn from gold slime which couldn't before.
## Why It's Good For The Game
This proc sucked and now it's nicer.
As for the other changes;
- A tamed mob immediately following you is nice feedback and saves you a
click as it's likely to be your first action. Also removes some admin
panel shitcode I added.
- I changed Domain to a toggle because you generally want to use it on
cooldown and someone suggested it on this PR and it sounded like a good
idea.
- I saw someone in Discord complaining that the previous flow of
recruiting rats by hitting Riot with nothing around to summon one,
waiting, hitting it again to convert one rat, and waiting again was
tedious and annoying which I agree with.
This method improves the quality of life by separating these two actions
but _also_ as a side effect reduces a regal rat's ability to secretly
stockpile 50 rats in a hidden maintenance room because most disposal
bins are in slightly more visible areas, they'll actually need to go and
make a mess somewhere someone can see them.
## Changelog
🆑
balance: Regal Rats can now grab mice out of disposal bins, and no
longer spawn them with the Riot ability.
balance: The Riot ability no longer needs to be used once for each
slightly different kind of mob in your radius.
balance: The Regal Rat Domain ability is now toggled on and off.
balance: Several kinds of mob will immediately start following you once
tamed.
balance: Rats, hostile frogs, and evil snails can be created via gold
slime reaction.
/🆑
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## About The Pull Request
Crimes are now logged in db
Logging:

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## Why It's Good For The Game
idk
we logging citations but not crimes, and i wanted to log the crimes too
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## Changelog
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🆑 Rengan
server: The crimes are now logging in the database.
/🆑
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## About The Pull Request
This PR enables most mobs to take stamina damage, become slowed as a
result of taking stamina damage.
It also gives most mobs CANSTUN which not only allows them to enter
stamcrit from taking stamina damage but also makes them vulnerable to
mechanics like stun batons.
Mobs which already took stamina damage (Spiders and Space Dragons) still
work the same way.
Mechanical or artificial mobs, mining mobs, simple xenomorphs, ghosts,
and most kinds of mob closely associated with antagonists still don't
take stamina damage.
## Why It's Good For The Game
A new player armed with a disabler will probably try and use it on
aggressive animals and be disappointed, but I don't think there is any
_reason_ for them to be disappointed when it's already something they
are doing merely to delay being attacked rather than to kill the target.
It's not intuitive for these mechanics not to function against simple
mobs when they do against humans, _especially_ the kinds of mobs which
look like humans, and there isn't any technical reason why it _couldn't_
work against most mobs which it looks like they should work against.
While this reduces the threat level of some mobs against Security
players I think the greater interaction with the sandbox is beneficial.
I'm hopeful it doesn't have that much effect on many of the most common
places you encounter dangerous mobs like Space Ruins or Gateways as they
are also places where you can't reliably recharge your energy-based
stamina weapons as most that don't require energy do require getting
into melee and endangering yourself.
## Changelog
🆑
balance: Most biological mobs are now slowed by taking stamina damage,
and can be stunned. Mechanical mobs, mining mobs, and several other
special kinds (chiefly those invoked by antagonists) are unaffected. If
this seems to effect any mob it probably shouldn't, please report it as
a bug.
/🆑
## About The Pull Request
during https://github.com/tgstation/tgstation/pull/90288 I accidentally
forgot to make enabling tracy set `trace_path`, so `tracy.loc` would
never be written.
## Why It's Good For The Game
`tracy.loc` - the file that links a specific round ID to a specific
utracy file - never gets written currently. and that's annoying.
## Changelog
no user-facing changes
## About The Pull Request
Closes#91035
This PR makes it so that the effects of a corrupt liver obtained from
being sacrificed (normally adds random drugs and alcohol to reagents you
drink) are suppressed when drinking holy water or while holy water is in
your system.
## Why It's Good For The Game
This is how all of the other heretic-assigned organs work and to be
honest I am not sure why I didn't include this one.
As pointed out in the linked issue report, one of the other organs can
only be suppressed by drinking blood or holy water but if you have that
organ _and_ a corrupt liver then you can't avoid becoming intoxicated.
Now as the effects of the liver are mostly annoying rather than deadly
it's not the end of the world, but it's an avoidable conflict when we
already have a solution implemented for everything else.
Robotic voiceboxes allow you to speak EAL, and you can understand it as
normal for knowing a language when said voicebox is installed.
If the Star-Wars and 40k guys can learn to intelligibly interpret robot
whirring, I'm sure we can too.
## About The Pull Request
``transparent_protection`` is a set of cover flags which are supposed to
be used for things that can be seen, but cannot be accessed. Replaced
the argument in ``check_obscured_slots`` with a separate
``check_covered_slots`` proc for clarity.
Closes#90827
Also went a bit down a rabbit hole and fixed some UI issues with the
strip menu, as I found out that covered slots also counted as obscured.
Covered, but not obscured slots are now semi-transparent, images are
pixel-perfect, and action buttons no longer are offset. Also slots with
items in them don't have the background, akin to how inventory slots
function in-game.