## About The Pull Request
This changes the Spaceman simplemobs into basic mobs.
They really didn't do anything besides stand around and retaliate, so no
new AI datums had to be added.
## Why It's Good For The Game
Scratch it from da list.
## Changelog
🆑
code: Spaceman simple mobs have been converted to basic mobs.
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
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## About The Pull Request
Short and simple, just converts the changeling's headslug (that ability
they get that lets them infest another body) into a basic mob. Also
touches up some of the code, as well as split up the code such that the
headslug resides in the basic mobs folder, while the eggs are in the
changeling's antagonist folder, rather than one megafile for both.
No AI because this is 100% a player-controlled mob, it never exists in
any other context. No UpdatePaths for the same reason as well, this
shouldn't (and really doesn't) exist on maps because its sole purpose is
player-driven.
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## Why It's Good For The Game
Knocks another one off the list, potentially clears up some janky code
with how this operated and just beautifies it overall. I also
standardized the name "headslug" in any applicable context because the
name "headcrab" is quite confusing. Some other code still refers to it
as headcrab/crab, but that's whatever, at least the paths are a-okay
now.
Also opens the door in case someone really wants these to be AI-powered?
That sounds really weird and I don't really support that idea, but it's
indeed possible.

Grow and regrow, the life cycle.
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## Changelog
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🆑
refactor: Headslugs (the really small slug-like changeling form) are now
basic mobs. They only wander around aimlessly now instead of attacking
corpses all the time, and examining will let you know what type. Should
probably still smash them before they suddenly gain sapience...
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
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<!-- You can use multiple of the same prefix (they're only used for the
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## About The Pull Request
Hooks the stasis closet thingamajing into `COMSIG_LIVING_DEATH` instead
of checking the animal's stat on `process()`, which makes possessed
animals properly dump the stasis closet's contents upon death or gibbing
(which is death but cooler).
yeah uh this method is hilarious but it does protect the user's body
quite reliably at least lol
## Why It's Good For The Game
Fixes#75829
also probably makes cockroach death saner in some unreported way, this
`. = ..()` vs `..()` is above my non-existent paygrade but it keeps
popping up from time to time
## Changelog
🆑
fix: gibbing colossus possessor crystal possessed animals will no longer
stick the user's body and their stuff into the shadow realm. the animals
will properly drop your corpse when killed or gibbed
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
## About The Pull Request
On the tin. No new fancy AI wheels or anything, just a simple port.
## Why It's Good For The Game
Knocks another one off the list, just really light stuff. They're a bit
smarter now too, I think the intention was them for them to be pet-like
as well (according to the code). Should be really rather easy to give
them the pet-like behaviors and elements if someone really wants to in
the future, just sorta paving the way for more work to be done to make
mobs more intricate/interesting.
## Changelog
🆑
refactor: Giant ants are now more capable of distinguishing friend and
foe.
/🆑
## About The Pull Request
On the tin. They have pretty much nothing in common with chickens, so no
subtyping. They are in the same folder to keep that whole thing tidy,
though.
Also includes fixes to `growth_and_differentiation` element that I made
for spiderlings, since some stuff was yorked without me realizing. It
pretty much worked flawlessly for these chicks otherwise though. It all
works fine now.
## Why It's Good For The Game
More verbose naming scheme (instead of "holo", we get "permanent"
chicks), smarter AI for chicks, knocks them off the list, etc. etc.
One thing that I wanted to do was to have chicks recognize their mother
(if they had one), but that would be way out of scope for this simple
port PR. I'll dwell on adding something cool for that in the future.
## Changelog
🆑
refactor: Chicks are now a bit smarter, be careful not to squish them!
/🆑
Let me know if the whole "COMPONENT_KILL" thing is cringe, I couldn't
figure out a better way to do it without abusing `GetComponent()` to
`qdel()` it that way.
## About The Pull Request
This PR is a re-pr of ##70522 , with some tweaks:
Notably:
- Wavespeak is not a say override, but instead uses a mindlink. Meaning
carp and space dragons can still talk verbally, but they can also use
telepathy to talk to all carp and the dragon.
- I would refactor Mind Linker a bit further to be a full datum rather
than a component but that's for another time.
- Removed the gravity aura component in favor of using the existing
forced gravity proximity monitor.
- Also fixed a bug involving that. Lol.
- Minor refactoring around the place.
- Reduced the volume on a lot of space dragon sounds.
- Edited the roundend report for Space Dragons to collate all entries
into one per player.

## Why It's Good For The Game
Space dragon still plays pretty "play lame win game" right now, the
optimal strategy for them is to find the cheesiest spot for a portal and
spam their stun / fire breath to make it unreachable.
I was a fan of the original PR so I updated it and brought it back.
## Changelog
🆑 IndieanaJones, Melbert
balance: Space Dragon can no longer choose its rift locations freely,
and instead is given 5 pre-determined locations to pick from instead
balance: Space Dragon itself has been buffed in order to support a more
confrontational playstyle, however its wing gust now requires a line of
sight to targets in order to affect them.
balance: Player Space Carp from rifts now have buffed health, but
reduced object damage values. They also gain a temporary speed boost
when hit by Space Dragon's fire breath instead of taking damage.
balance: Carp rift spawn times have been reduced, the healing AOE is now
a 3x3 instead of a 1x1, and apply normal gravity in a large radius
around them
balance: Space Dragon and rift carps now communicate on a private mind
link channel via action button similar to Raw Prophets and Slimepeople.
fix: Fixed Gravity Generator forced gravity not applying.
fix: Intern Announcer will no longer replace Space Dragon announcements.
qol: The roundend report for space dragons now collates all players who
played a carp into one entry, rather than one per carp spawned.
qol: Space Dragon sounds are much less ear piercingly loud.
/🆑
---------
Co-authored-by: IndieanaJones <mariosuperstar384@gmail.com>
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
## About The Pull Request
Adds defines for gasses and replaces uses I've found to instead use the
defines.
Can you believe I made this PR while trying to work with Xenos? This
sucks!
## Why It's Good For The Game
There's a lot of different uses of things like "o2" and "plasma", and
they are pretty inconsistent. In some places, it's "hydrogen", in others
it's "h2". In some it's "plasma", others "plasm". This unifies it all
under defines so it has a less chance of breaking in the future.
## Changelog
Nothing player-facing.
## About The Pull Request
https://www.youtube.com/watch?v=bcUuqKrnvVY <- me getting rid of every
simple animal one thing at a time
Turns lightgeists into a basic mob. There are a few key advantages into
its implementation that was previously impossible in the simple animal
framework, which is entirely possible now.
## Why It's Good For The Game
Lightgeists can actually have a bit of AI now, as a treat. They didn't
have it prior because I assume if they attacked anything, they would end
up healing it, and we didn't really have an option in the simple animal
AI to say "do not attack"... This really fixes that so they can wander
around a bit and look cute if some admin decides to spawn them in (but
the only way to get them outright is to use the anomalous crystal, which
auto-assigns a player). You don't see the AI if a player ghosts out of
the lightgeist because the lightgeist will delete itself on ghost
(previous behavior).
It also gets rid of some janky AttackingTarget() override that was
completely un-needed post-#73202.
## Changelog
Nothing really player facing.
## About The Pull Request
Whoops, forgot to add this in #75592.
## Why It's Good For The Game
Chickens were meant to bite back if you attacked them. This slipped my
mind to test for some reason.
## Changelog
🆑
fix: Chickens should now, once again, peck you in case you hit them.
/🆑
## About The Pull Request
On the tin, I keep trying to tackle the larger basic mob projects but
burn out, so just enjoy these small ones to just keep that list looking
lighter and less insurmountable.
No big complex AI either, it choppa the tail off. That's all you really
need to be honest.
## Why It's Good For The Game
The cat surgeon will be just that slightly smarter. I suppose they're
still a doctor, just simply infatuated with the thought of cat tails...

noooooo my tail!!!
## Changelog
🆑
code: Cat Surgeons are a bit more smarter about attacking threats to the
world around them on their endless pursuit for those felinid tails.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Converts butterflies into basic mobs.
Also a little list organisation.
<details>
<summary>Yep, those are some butterflies alright</summary>

</details>
## Changelog
🆑
refactor: Converted butterflies to the basic mob system
add: Butterflies can now be grown in cytology
/🆑
## About The Pull Request
Removed spiderling from spawning from gold slimes.
## Why It's Good For The Game
Spiderling is not a dangerous mob, and spiders are already one of the
most spawned mobs from all the subtypes it has. I don't think they
should be in there.
## Changelog
🆑
fix: Removes spiderling from hostile gold spawns.
/🆑
Co-authored-by: san7890 <the@san7890.com>
Just another lightweight PR porting over a simple animal to the basic
mob framework with zero additional AI implementation (it's a killer
tomato- it spawns into the world to maul you. how much more intricate
does it need to be?).
This was pretty simple since they didn't have too much custom behavior,
and whatever they did have already had AI behavior. I got really burned
out the last two times I wrote intricate AI action/decision behaviors so
I'm just taking it light and doing the bare minimum.
one day our shackles will be free of the simple animal scourge. they're
also a bit more intelligent, and i daresay a bit cuter too now.
also that lizard gib animation has been sitting there for god knows how
long completely unseen, so let's actually hook it into the mob.
Basically making it so they stop other big creatures and each other from
moving
## About The Pull Request
they block each other and bigger mobs they arent meant to structure
spiderlings didn't do this for a reason
## Why It's Good For The Game
@san7890 made spiderlings from a structure to a mob great change but
they forgot a few things such as
1.Make it so spiderlings don't get tangled on webs (not fixed)
2. Make it so spiderlings speak spider and not galactic common ( fixed)
3. Make it so spiders don't have density ( This PR)
This is good for the game because creatures that are floor critters much
like roaches and mice shouldn't block full big mobs like humans other
spiders or each other (Also this is literary how it was before San just
forgot to add it)


## Changelog
🆑
fix: fixes spiderlings having density
/🆑
## About The Pull Request
Reliable web traversal is now governed by a trait instead of a type
check.
Spiderlings have that trait.
## Why It's Good For The Game
Spiderlings are spiders and shouldn't get stuck in webs.
Turning this into a trait means that we can make more things apply the
trait in future if we want, without having to expand a list of allowed
mobs.
## Changelog
🆑
fix: Spiderlings no longer get stuck in webs
/🆑
## About The Pull Request
Nerfs their firing speed from once every 0.2 seconds to once every 2.5
seconds
## Why It's Good For The Game
1. The mob that is NOT a 'burst' type mob, is firing every 0.2 seconds.
Kinda defeats the point of having them as two separate mobs, so this
aims to fix that.
2. Russian mobs. Turns out that letting them fire their strong-ass gun
every 0.2 seconds was kinda not a good idea. I had assumed making them a
Syndicate mob would be safe, and it technically is, it's just that
Syndicate mob is fucked itself.
## Changelog
🆑
balance: Default Syndicate and Russian gunners now fire every 2.5
seconds instead of every 0.2
/🆑
I forgot to make them temperature immune and only made it atmos immune
when converting them to basic mobs. WHOOPS.
This may or may not have also been killing the ghosts in the space diner
ruin this whole time.
## About The Pull Request
Inspired by #74967 and #68459 , and the fact that Tramstation regresses
very often -
Adds a unit test, `required_map_items`, which ensures that certain
typepaths which should definitely be mapped onto every map is mapped
onto every map
It can also be used to ensure that items which should not be mapped in
multiple times are not, among other things.
I included a few examples -
- Min 1, max inf of each head of staff stamps
- Min 1, max 1 departmental order consoles
- Min 1, max inf comms console
- Min 1, max 1 Pun Pun
- Min 1, max 1 Poly
- Min 1, max 1 Ian
If, in the future, a mapper decides they (for some reason) do not want a
certain previously-required item on their map, the test can be adjusted
such that it allows excluding or something, but currently it should be
for items which require conscious thought about.
#### QA: Why not make this a linter?
I attempted to make this a linter before realizing two things
1. Someone might make a spawner which spawns the items, or they might
get placed in a locker, in any case this accounts for everything on init
2. Linters run on every map, non-station maps included
So I went with a test
## Why It's Good For The Game
#50468#61013#74967
Why is it always the CMO stamp?
## Changelog
Not necessary (unless I find a map missing something, then this will be
updated)
basically ex_act's implementation on basic mobs would call parent and
then react to it's value, this is presumably to do the first check about
space vine mutations and whatever. the problem is that the `/mob/living`
implementation would itself also call parent, and that would always
return null because `/atom/proc/ex_act` doesn't have a set return value.
So, this simply would _always_ early return, with ex_act presumably
*never* working on basic mobs for at least four months now.
I decided to then change up the return values for pretty much all
implementations of `ex_act()` since there was no rhyme or reason to
returning null/FALSE/TRUE, and documenting why it's like that.
Just to make sure I wasn't breaking anything doing this (at least on
base implementations), I wrote a unit test for all of the three major
physical types in game (objs, mobs, turfs) because i am a paranoid
fuckar. we should be good to go now though.
## Why It's Good For The Game
i noticed this because placing c4's on sargeant araneus wouldn't
actually damage it whatsoever. now it actually does the stated 30
damage, but araneus has like 250 health so it doesn't actually matter in
the long run. whatever at least it does the damn 30 now.
also adds a unit test for this specific case as well as a range of other
cases to ensure this stuff doesn't silently break in this way anymore
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you
all here (through the automatic reviewer request system). So, mineral
balance! Mineral balance is less a balance and more of a nervous white
dude juggling spinning plates on a high-wire on his first day. The fact
it hasn't failed after going on this long is a miracle in and of itself.
This PR does not change mineral balance. What this does is moves over
every individual cost, both in crafting recipes attached to an object
over to a define based system. We have 3 defines:
`sheet_material_amount=2000` . Stock standard mineral sheet. This being
our central mineral unit, this is used for all costs 2000+.
`half_sheet_material_amount=1000` . Same as above, but using iron rods
as our inbetween for costs of 1000-1999.
`small_material_amount=100` . This hits 1-999. This covers... a
startlingly large amount of the codebase. It's feast or famine out here
in terms of mineral costs as a result, items are either sheets upon
sheets, or some fraction of small mats.
Shout out to riot darts for being the worst material cost in the game. I
will not elaborate.
Regardless, this has no functional change, but it sets the groundwork
for making future changes to material costs much, MUCH easier, and moves
over to a single, standardized set of units to help enforce coding
standards on new items, and will bring up lots of uncomfortable balance
questions down the line.
For now though, this serves as some rough boundaries on how items costs
are related, and will make adjusting these values easier going forward.
Except for foam darts.
I did round up foam darts.
Adjusting mineral balance on the macro scale will be as simple as
changing the aforementioned mineral defines, where the alternative is a
rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam
dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~
Items individual numbers have not been adjusted yet, but we can
standardize how the conversation can be held and actually GET SOMEWHERE
on material balance as opposed to throwing our hands up or ignoring it
for another 10 years.
## About The Pull Request
Turns out that Russian mobs are literally just Syndicate mobs, so I made
them subtypes of Syndicate basic mobs. This means we don't have to
maintain these two different mobs just to do the exact same thing.
I also removed unused subtypes of it so it's not clogging up.
Also this PR is inspired by a CI failure in [Birdshot
here](https://github.com/tgstation/tgstation/actions/runs/4841059293/jobs/8627176442?pr=75042)
## Why It's Good For The Game
I mostly explained in the About section, but this just helps future
maintaining by making these already copy-pastes of eachother, at least a
subtype instead.
## Changelog
🆑
refactor: Russian mobs are now subtypes of Syndicate basic mobs.
/🆑
If I could've made this more atomic, I would have in a heartbeat, trust
me.
## About The Pull Request
Hey there. People were mocking us for having spiderlings still be a
subtype of `/obj/structure`. I decided to take a lot of time to fix
that. A lot of behavior it was implementing was just pseudo-mob stuff,
so it was actually easier than it looked for the raw conversion. A lot
of the footwork on spider stuff in the basic framework was already done
previously by Jacquerel, so that was pretty nice.
However, there are two new things that weren't introduced in the code
that had to be put in.
A) A component to handle growth and differentiation into a mob. This may
have already existed, no clue. If it does (and it's NOT
evolutionary_leap), let me know.
B) AI Behavior to handle seeking out a vent, entering a vent, and then
exiting out of a different vent. I may have gone a bit wacky on the
code, but it certainly works as expected (spiderling goes in one vent,
exits the other). Let me know if you can think of a way it can be better
optimized, but it was deliberately written to be very failsafey in case
shit goes yonkers.
One fundamental difference between structure spiderlings and basic mob
spiderlings (beyond the AI and not just a random prob() check for
movement) is the fact that they had vent movement coded in... but we
_really_ don't need stuff like that for our intents and purposes. If the
range turns out to be too OP in the current framework, we can always
change it up a bit, but also there's a _lot_ of vents we can end up in
the station (my testing had one spiderling end up in the AI sat to get
obliterated).
## Why It's Good For The Game
Spiderlings aren't structures! They behave like a mob should! Players
can possess spiderlings! They work seamlessly with differentiating into
a giant spider! Better AI! More room for people to add into this very
under-utilized buggers!
## Changelog
🆑
refactor: Spiderlings are now basic mobs, report any complete
weirdness/deviation from known behavior. They should be a lot more
intelligent now though.
add: AI Spiderlings are super fragile, but they're also super fast,
especially when they get into a vent. Once they're in circulation, they
could end up everywhere! Maybe in the armory, maybe in a locked closet
in maintenance. Be sure to be vigilant and splat them whenever you can
to save the station from a whole lotta heartache!
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Now the stargazer does more damage to people in the area and prioritizes
mobs attacking them instead of random circuit bots 7 tiles away. It will
also slowly heal you. Makes some abilities create more carpet fields
when ascending. Increases combo times when ascending. Also makes the
Star Gazer die only when the owner dies. Star Gazer will explode when it
does die. Star Gazer has a damage aura that does heal the owner.
## Why It's Good For The Game
I have seen a lot of people complaining that the cosmic ascension isn't
good and not worth getting so I thought I would make it a little better.
## Changelog
🆑
balance: Star Gazer now explodes when it dies.
balance: Star Gazer will only die when the owner dies.
balance: Star Gazer will attack the most recent enemy that attacked him
when on autopilot.
balance: Star Gazer has an aura that slowly damages people and heals the
owner.
balance: Cosmic Ascension now buffs some spells.
/🆑
## About The Pull Request
Added the HOSTILE_SPAWN tag to rats. Otherwise, they can be spawned when
they shouldn't, like during the friendly life chemical reaction
## Why It's Good For The Game
Helps prevent accidental griefing with the friendly life reaction. I've
used the reaction to make fun pets for the station, only for a rat to
spawn and attack a crew mate.
## Changelog
🆑
add: Added hostile spawn tag to rats
/🆑
## About The Pull Request
Replaces weakref usage in AI blackboards with deleting signals
All blackboard var setting must go through setters rather than directly
## Why It's Good For The Game
This both makes it a ton easier to develop AI for, and also makes it
harder for hard deletes to sneak in, as has been seen with recent 515
prs showing hard deletes in AI blackboards
(To quantify "making it easier to develop AI", I found multiple bugs in
existing AI code due to the usage of weakrefs.)
I'm looking for `@Jacquerel` `@tralezab` 's opinions on the matter, also
maybe `@LemonInTheDark` if they're interested
## Changelog
🆑 Melbert
refactor: Mob ai refactored once again
/🆑
## About The Pull Request
deers only show up in the BEPIS but i decided that they would be easy
enough to turn into a basic mob (they were). it was so easy in fact that
i decided to dip my toes into coding AI behavior, and made them freeze
up whenever they see a vehicle. this required a lot of code in a bunch
of places that i was quite unfamiliar with before starting this project,
so do let me know if i glonked up anywhere and i can work on smoothing
it out.
## Why It's Good For The Game
one less simple animal on the list. deers staring at headlights is
pretty cool i think, neato interaction for when you do get them beyond
the joke the bepis makes
i'm also amenable to dropping the whole "deer in headlights" code if you
don't like that for w/e reason- just wanted to make them basic at the
very least
## Changelog
🆑
add: If you ever happen upon a wild deer, try not to ride your fancy
vehicles too close to it as it'll freeze up like a... you know where I'm
going with this.
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
https://user-images.githubusercontent.com/66640614/233747544-aac153b9-a100-486c-9a7a-4a436b8303b8.mov
Cows, pigs, and sheep make noise when their AI makes them speak.
~~Also House Flipper Farm DLC came out but that's incidental.~~
## Why It's Good For The Game
It's funny, also more sound effects are fun. Gives basic mob creators
more customizability.
## Changelog
🆑 Tattle
qol: basicmobs can now make sounds when their speech is triggered
qol: pigs will now make sounds and emote on their own
sound: cows, pigs, and sheep have new sound effects!
/🆑
---------
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Removes a bunch of sound files that we don't use and moves some sound
files into better locations. I'm hoping to get an archive repo for
sounds going, much like the
[map_depot](https://github.com/tgstation/map_depot) and
[SS13-sprites](https://github.com/tgstation/SS13-sprites).
EDIT: The old sound files are being moved here:
https://github.com/tgstation/SS13-sounds
Also increased the volume of the clownana rustle sound and clipped off
some dead air from shockwave_explosion
## Why It's Good For The Game
Removes a total of 1.95MB worth of unused sound files from the codebase.
## Changelog
🆑 Tattle
soundadd: increased the volume of the clownana rustle
/🆑
---------
Co-authored-by: tattle <article.disaster@gmail.com>
## About The Pull Request
refactors poles and trees into basic mobs. If trees now see you holding
a chainsaw, hatchet, or some wood they will get angry and knock you out
for longer. Poles will run around giving some of their charge to APCs
they find along the way. i did them both in this PR coz poles were a
subtype of trees.
## Why It's Good For The Game
refactor
## Changelog
🆑
refactor: refactors trees into basic mobs
refactor: refactors poles into basic mobs
add: If trees now see you holding a chainsaw, hatchet, or some wood they
will get angry and knock you out for longer
add: Poles will run around giving some of their charge to APCs they find
along the way
fix: cells charged by the pole will now have their icon correctly
updated to reflect their charge
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Turns Space Bats into a basic mob, why not.
I also noticed some retaliate mobs weren't in the retaliate folder, and
moved them over. I didn't move goats over because they're in a large
file and didn't want to really expand much on this PR that I just wanted
to focus on just bats.
## Why It's Good For The Game
I was just messing around with some bat stuff and thought I might as
well make them basic mobs.
## Changelog
🆑
code: Space Bats are now Basic mobs.
/🆑
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects
regexes used
git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
## About The Pull Request
Sergeant Araneus, the pet from HoS, sometimes spawns from gold slimes.
## Why It's Good For The Game
I don't think this was intentional since it is a pet.
## Changelog
🆑
fix: Sergeant Araneus cannot spawn from gold slimes anymore.
/🆑
## About The Pull Request
I'm not totally satisfied with the amount of random destruction caused
by space carp wandering around, they should certainly be dangerous and
annoying but the random nature of their spawning and pathfinding means
that they would trap themselves in random rooms and then smash all of
the machinery in there.
Because they could attack any dense object they perceived as being in
their way that could result in venting random gas canisters, breaking
terminals, or I even once saw them destroy the supermatter cooling loop
by eating the thermomachines.
While the latter is pretty funny, arbitrary destruction of machines
simply caused because a fish teleported into a room without you knowing
isn't really very engaging and doesn't create very interesting stories.
This ultimately isn't meant to be a heavily destructive event and its
probability to run isn't tuned as if it is.
So, a couple of changes:
I reduced both the range and cooldown of the carp teleporting ability.
This means that AI carp can use it to pathfind past obstacles pretty
reliably and don't spend so much time smashing things, and also reduces
the chances of them getting the drop on you from a location you can't
see.
I also added a short click cooldown to carp travelling through other
carp rifts so people being teleported _to_ have more of an advantage
over people ambushing them (this was already true for the carp creating
the rift).
Additionally I added an optional whitelist to the "attack obstacles to
your pathfinding" AI script, and heavily culled the kind of obstacles
that carp will attack to be ones which are mostly replaceable. They will
still cause a mess and might even vent a room, but they won't smash
vital infrastructure.
Finally I replaced a couple of instances of `get_ranged_target_turf`
with `get_ranged_target_turf_direct` for better precision, and player
carp using the ability can now just click anywhere on the screen and it
will jaunt in that rough direction. With the reduced range, having to
click within its radius was pretty annoying.
With these changes I ran the event 10 times in a row on kilo and then
watched JoJo's bizzarre adventure for 90 minutes and when I came back
the level of destruction seemed pretty reasonable (aside from the big
hole where one of them ran into the supermatter and delaminated it, but
if there were players around that wouldn't happen).
## Why It's Good For The Game
This event was still just a little bit _too_ annoying.
If something destroys important machines it should have happened on
purpose via an event which was supposed to do that, rather than through
chance. Or preferably just be player-driven.
## Changelog
🆑
balance: Carp can't teleport as far, but can do it more frequently.
People who piggyback through their rifts will be blocked from attacking
for a short duration (the same as the normal attack cooldown).
balance: AI controlled carp will now be more selective about which
objects they smash. Player controlled carp (or carp directly instructed
to attack objects by people who have tamed them) can still attack
whatever they like.
/🆑
## About The Pull Request
This PR adds a new Cosmic Heretic.





Main Paths:
- Eternal Gate: Opens up the Path of Cosmos to you. Allows you to
transmute a sheet of plasma and a knife into an Cosmic Blade. You can
only create two at a time.
- Grasp of Cosmos: Your Mansus Grasp will give people a star mark
(cosmic ring) and create a cosmic field where you stand.
- Cosmic Runes: Grants you Cosmic Runes, a spell that creates two runes
linked with eachother for easy teleportation. Only the entity activating
the rune will get transported, and it can be used by anyone without a
star mark.
- Mark of Cosmos: Your Mansus Grasp now applies the Mark of Cosmos. The
mark is triggered from an attack with your Cosmic Blade. When triggered,
the victim transport back to the Cosmic Diamond, which is the location
your mark was applied to them. After getting transported they will be
paralyzed for 2 seconds.
- Star Touch: Grants you Star Touch, a spell that will give people a
star mark (cosmic ring) and create a cosmic field where you stand.
People that already have a star mark will be forced to sleep for 4
seconds. When the victim is hit it also creates a beam that deals a bit
of fire damage and damages the cells. The beam lasts a minute, until the
beam is obstructed or until a new target has been found. Can remove
Cosmig Runes and teleport you to your Star Gazer when used in hand.
- Star Blast: Fires a projectile that moves very slowly and create a
cosmic field on impact. Anyone hit by the projectile will recieve burn
damage, a knockdown and a star mark.
- Cosmic Blade: our blade now deals damage to peoples cells through
cosmic radiation.
- Cosmic Expansion: Grants you Cosmic Expansion, a spell that creates a
3x3 area of cosmic fields around you. Nearby beings will also receive a
star mark.
- Creators's Gift: The ascension ritual of the Path of Cosmos. Bring 3
corpses with bluespacedust in their body to a transmutation rune to
complete the ritual. When completed, you become the owner of a Star
Gazer. You will be able to command the Star Gazer with Alt+click. You
can also give it commands through speech. The Star Gazer is a strong mob
that can even break down reinforced walls. Star Touch can now teleport
you to your Star Gazer when Star Touch is used in hand."
Side Paths:
- Ash-Cosmic: Fire Fish: Allows you to transmute a pool of ash, eyes,
and a sheet of plasma into a Fire Shark. Fire Sharks are fast and strong
in groups, but are bad at combat.
- Ash-Cosmic: Curse of The Stars: Allows you to transmute a bluespace
crystal, a pool of ash, and a liver to cast a Curse of The Stars on a
crew member. While cursed, the victim will recieve a star mark that
lasts for at least 3 minutes. This star mark makes it so that the crew
member cannot enter cosmic carpet fields. The victim will also recieve a
cosmic carpet trail for at least 3 minutes.
- Ash-Cosmic: Eldritch Coin: Allows you to transmute a sheet of plasma,
a diamond and eyes to create an Eldritch Coin. The coin will heals when
landing on heads and damages when landing on tails. The coin will heal
for more, but only for heretics.
Extra ability information:
- Star Mark: This is a status effect that prevents people from walking
into cosmic fields.
- Cosmig Fields: Only block entities marked with a star mark,
projectiles or throwing items will still work. Lasts only 30 seconds and
5 seconds for the Cosmig Trail trait.
Some things I wanted to mention:
- Why the Star Gazer is balanced: It has 3000 health and can kill people
pretty fast, but at the same time, anyone can space the Star Gazer and
lead it away from the heretic if they do not pay attention.
- The Cosmic Heretics balancing has been carefully considered. It is
relatively weak in group situations but strong in one to one combat.
- Balance changes can also be made after the PR gets merged need be, or
it can be test merged first.
## Why It's Good For The Game
New heretic path means more choice and a different play style.
## Changelog
🆑
add: Adds new Cosmic Heretic.
soundadd: Adds Cosmic Heretic sounds.
imageadd: Adds Cosmic Heretic sprites.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.
## About The Pull Request
Hey there,
This took a while to do, but here's the gist:
Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.
Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.
Scenarios this PR corrects:
* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*
(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game
If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).
Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.
I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.
(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
On the tin, doing it like this means we can reduce our overall line
fingerprint whenever we have to add two or more traits from the same
source on the same target. Especially helps when we get to the 4+ range
of traits, a breath of fresh air even.
Doesn't mean we have to do for loops, as that's already handled within
the define as well. I replaced some of the checks with `length()`
checks, let me know if I should switch it over to something else (maybe
`islist()`)? We stack_trace whenever we're not passed a list reference
on purpose, and sometimes var/lists are null by default (or just empty,
making this redundant).
## Why It's Good For The Game
I commonly feel the urge to write "use `AddTraits()`" or something in
reviews, then am sad when I remember it doesn't exist. I will no longer
be sad.
Can ensure a lot more trait safety as well by using static lists- when
both ADD_TRAIT_LIST and REMOVE_TRAIT_LIST re-use the same list, you are
confident (from a static point of view) that everything that you want to
be adding/removing works.
I may have missed a few things where this could be used, but both macros
implemented in this PR still use the same framework that was being used
in the last four years- so stuff won't break if left untouched. Just a
nifty new tool for developers.
also fixed up some code in the area, numerous bugs were found and
exploded
## About The Pull Request
Gives admins the ability to customize the spawn location of the cow and
the wisdom that it grants.
## Why It's Good For The Game
Wisdom cows lack any sort of customization at present, this allows
admins to set what type of wisdom which is granted which may be thematic
for events and adding positional spawn support for them is a pretty easy
addition.
## Changelog
🆑
admin: Admins can now customize the wisdom cow event.
/🆑
## About The Pull Request
Hate having your cables eaten by mice? Nanotrasen have heard your
complaints and settled on a natural, _organic_, and eco-friendly
solution.
When this station trait is active, roundstart and event mouse spawns
have a chance to instead be replaced with duct spiders (both will exist,
it doesn't remove mice).
Duct spiders are largely harmless to humans, actively hunt other
maintenance creatures (such as mice), and have only one _tiny_ downside.

These mobs can also sometimes be spawned by a minor scrubber clog event.
As a side note, all spider basic mobs with AI (except Araneus) will now
try to automatically fill a small area around them with webs.
Also I made it so that mobs will ignore their random_walking behaviour
if they're engaged in a `do_after`, just in case.
## Why It's Good For The Game
Adds a little bit of variety to things which can slightly annoy you in
maintenance.
Spiders will automatically make places they live in look like spiders
live there.
## Changelog
🆑
add: A station trait which sometimes populates maintenance with small
spiders. You can wear them as a hat if you wanted to have a spider on
your head for some reason.
add: Spider mobs will automatically start webbing up their environment.
/🆑
## About The Pull Request
Lost feature when they were moved to basic mob
## Why It's Good For The Game
The intended feature is now back again !
## Changelog
🆑
fix: Corgis show their ID on examine.
/🆑
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/73765
Also adds some warnings and description to bread/breadslice so you can
more easily notice that something is wrong.
Not much to discuss i think.
## Why It's Good For The Game
You can get normal bread from butchering bread dog. And potentially less
issues with bread in future.
## Changelog
🆑
fix: fixed butchering bread dog spawning error bread.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Restores a `cut_overlays()` to dog's `regenerate_icons()` that was lost
back in #70799.
Also makes an armorvest back fashion for armor vests. When a dog fashion
datum doesn't have `obj_icon_state` declared, it defaults to the
assigned item's icon. Dog fashion's sprite sheet has the armor vest
sprite saved as _armor_. And the only vest that would actually show on a
dog would be an _alt_ armor vest. Apparently, the standard-issue armor
vest uses _armoralt_ icons. Go figure.
However, there are quite a few armor vest subtypes that don't look
anything like the base vest; this needs addressing by either banning
such vests from being used as dog fashion items, or making separate
sprites for them (to be fair, the current dog fashion armor vest needs
an update as well, it's quite old and doesn't correspond to the current
armor vest).
- [x] go around and remove dog fashion from armor vests that don't look
like the base vest
## Why It's Good For The Game
Closes#59224 (hats as items were not stuck, but their sprites were);
dog's sprites will correctly update upon placing/removing a fashion item
Most armor vests placed on a dog will actually show on the sprite
## Changelog
🆑
fix: undressing a hat/back item from a dog will correctly remove the
item's overlay
fix: most armor vests will actually show on a dog when placed on its
back
/🆑
## About The Pull Request
Quite a lot of mobs had faction defines as a string, which always has a
chance for error. For example, the clown mob spawner had their faction
written as "clown", when the official faction name was "clowns", and a
define existed for it anyways! This PR moves every single string based
factions over here. No references or special role factions. Hopefully I
didn't miss anything.
I also moved a global define used for picking your uplink provider's
flavour to the only file that used it, datum_traitor.dm, and renamed
them a bit to avoid confusion.
I have also noticed that the mimic faction was assigned to the petrified
player with += instead of |=. |= would ensure no duplicate factions, so
I have changed it.
Future improvement:
I have noticed that there is a lot of bloat with factions that contain
only one or two entries (examples: gnomes, floating eyeballs, penguins,
the pet lizards), and some always appear in pairs (vines and plants, the
rare exceptions being killer tomatoes and strange reagent spawned pine
trees), but trimming consolidating them is a matter for a different
time.
## Why It's Good For The Game
Makes assigning factions a bit less error prone.
I can finally remove the ```/// Later all mob factions will be moved
here and their current factions replaced with faction defines.```
comment. Later is NOW.
## Changelog
Nothing player facing
## About The Pull Request
The netherworld mob refactor PR added a component called `damage_buffs`
which... was both kind of a little bit pointless and also didn't do what
the name said it did.
This adds a new component which actually does what that component
promised to do, and does it more reliably.
The previous system had sort of odd behaviour where a Migo would start
moving faster as it took damage but _only_ if it took damage with an
identifiable mob, so damage from the environment or lava or an explosion
or anything else which doesn't come with someone to blame wouldn't
update the mob, and neither would its health going back _up_... until
someone punched it at which point anything it should have been doing
before then would suddenly update.
This adds a new component which simply listens to
`COMSIG_LIVING_HEALTH_UPDATE` instead of `COMSIG_ATOM_WAS_ATTACKED` and
then interpolates the provided maximum and minimum values smoothly based
on how close you are to a maximum or minimum health threshold.
This is slightly different from the original behaviour which didn't
necessarily have those things change linearly and only did it in
increments of 25%... but this is cleaner.
## Why It's Good For The Game
Fixes some odd behaviour with these mobs.
Hopefully makes the code both cleaner and more reusable in the future.
## Changelog
🆑
refactor: Migos, Creatures, and Blank Bodies use a new shared component
to update their stats which scales smoothly as they take damage rather
than in stages.
fix: Migos, Creatures and Blank Bodies will all update their stats when
taking or losing damage regardless of it was from an identifiable enemy.
/🆑