## About The Pull Request
Implements half of this (with some minor changes):

The ultimate goal of this is to split our attack chain in two:
- One for non-combat item interactions
- Health analyzer scanning
- using tools on stuff
- surgery
- Niche other interactions
- One for combat attacking
- Item hit thing, item deal damage.
- Special effects on attack would go here.
This PR begins this by broadining tool act into item interact.
Item interact is a catch-all proc ran at the beginning of attack chain,
before `pre_attack` and such, that handles the first part of the chain.
This allows us to easily catch item interaction and cancel the attack
part of the chain by using deliberate bitflag return values, rather than
`TRUE` / `FALSE`*.
*Because right now, `TRUE` = `cancel attack`, no matter what, which is
unclear to people.
Instead of moving as much as possible to the new proc in this PR, I
started by doing some easy, obvious things. More things can be moved in
the future, or technically they don't even need to move in a lot of
cases.
## Changelog
🆑 Melbert
refactor: Refactored some methods of items interacting with other
objects or mobs, such as surgery and health analzyers. Report if
anything seems wrong
/🆑
## 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
- Fixes#80161
It's a seasonal bug i.e. occurs only during the holiday seasons. Yeah so
its caused by this code
2a359b8178/code/game/objects/items/food/pastries.dm (L191-L194)
So like it changes the icon state based on the season. Unfortunately
none of the icon states it picks are located in the icon file
`'icons/obj/holiday/halloween_items.dmi` i.e. it causes an invalid icon
state causing it to go invisible(not spooky just a bug).
We now make sure this cookie type does not change based on the season.
It will stay unique throughout the year
## Changelog
🆑
fix: coffin cookies are no longer invisible during the holiday seasons
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
This flag only worked on the `/obj/structure` and `/obj/machinery`
level, so let's rescope it from `flags_1` and put it where it belongs -
`obj_flags`.
Bitflag operators should be scoped to their subtype specific bitfield,
not really useful to have this take up a spot on the `/atom` level if
absolutely nothing other than `/obj`s use it.
## About The Pull Request
They weren't doing this before. This was an issue because they hold refs
to a `mob/living/carbon/owner` as well as a `datum/dna`, making it a
potential source of hard dels.
As far as I can tell, I do not see this causing any issues as
`remove_mutation(mutation)` takes a type path as an arg rather than a
reference, same thing with `get_mutation(mutation)`. I couldn't find any
examples of a reference to a mutation being reused by anything after
being removed.
---
When I was investigating potential reasons for why it might have been
like this I found more problem code. Timed dna injectors were setting
`target` to the return value of `add_mutation()`/`remove_mutation()`
which is a bool. This made no sense and would cause runtimes as well as
mislead people into thinking that the return value of those procs was a
`mob/living/carbon`.
## Why It's Good For The Game
Fixes an oversight, and headache further down the line.
## Changelog
🆑
fix: fixed mutations holding onto refs after removal
fix: fixes timed dna injectors
/🆑
## About The Pull Request
Rather than granting you an otherwise-entirely unused "weed extract"
item on a rare 1% roll, an abandoned crate will now give you a random
assortment of cannabis seeds and samples.
## Why It's Good For The Game
Getting an unusable do-nothing item as a reward is kinda lame, this is
at least smokable.
## Changelog
🆑 Melbert
qol: Replaces unused xeno weed extract item in abandoned crates with a
random assortment of cannabis.
/🆑
## About The Pull Request
Should fix advanced medkit medibots healing and also give back the
healing bonus to brute medkit medibots. Medibots should no longer leave
their healing pose in the middle of healing either. Player medibots
can't overheal.
It also readds any removed lines. And they can use robot emotes again.
Fixes#80135
## Why It's Good For The Game
Fixes!
## Changelog
🆑
fix: Medibots made from advanced medkits works again
fix: Medibots made from brute medkits have their bonus healing again
fix: Medibots can use robotic emotes again
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
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## About The Pull Request
Renames
- `/mob/proc/notify_ghost_cloning` to `/mob/proc/notify_revival`
- `/mob/dead/observer/proc/notify_cloning` to
`/mob/dead/observer/proc/send_revival_notification`
- `/atom/movable/screen/alert/notify_cloning` to
`/atom/movable/screen/alert/revival`.
I could have found a way to merge both procs together but default
parameters keep me up at night.
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## Why It's Good For The Game
Conciseness, code that is named after a removed feature is silly.
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## Changelog
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nothing playerfacing
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## 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
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## 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
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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
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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.
/🆑
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## About The Pull Request
Lets you instantly delete pipes/atmos devices with the RPD rather than
wait 0.2s
## Why It's Good For The Game
Playing atmos is a pain because of how time consuming it is, 0.2s adds
up. It's especially annoying if a bomb goes off and you have to click on
every single little loose pipe/heatpipe/device and wait to get rid of
them
## Changelog
🆑
balance: Deleting and reprogramming pipes/devices with RPD is now
INSTANT!
/🆑
## 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
I decided to look at why everyone loves (and I despise) Christmas too
much, and was met with a lot of smelly code. In fact, some of it was
completely busted! Let's fix several things.
* We no longer use a GLOB for "every possible item you can cram into a
gift box", we now use static lists scoped to the proc. That saves us
some pollution for something that really didn't need it (and only was
set up that way for cacheing I believe). We also static-cache stuff that
we weren't doing previously, to save even more work (in anticipation for
entropic heat death of universe).
* Repaths `/obj/item/a_gift` to `/obj/item/gift`. I never liked the old
path and this new one is cleaner. This also uncovered a bug.
* Mappers would var-edit gifts to have a unique mapped-in type, but the
code never respected this. I fixed it so the behavior should now respect
that rather than override the variable on Initialize(). Now the goat
plushie gift will always have said goat plushie rather than just any
toy.
* Procs should now have the proper arg nomenclature.
* Also just cleans up a lot of single letter variables and the like.
There was some cooked shit that's now alphabetized and nicely
multilined.
## Why It's Good For The Game
Ho ho ho.
## Changelog
🆑
fix: Some mapped-in gifts that were supposed to guarantee a certain gift
weren't spawning that exact gift type, this has been patched to reflect
the mapper's intent.
/🆑
## About The Pull Request
Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game
Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.
I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
## About The Pull Request
Feral Cats are just a hostile variant of cats that will fuck you up if
they see you. They are added solely for the sake of feral cat grenades -
a new, interesting, and fuzzy way to get out of a jam or just wreak
havoc around you. Each one costs 5 TC and spawns 5 really pissed off
cats to chase down assistants in the hallway.
They don't currently ignore traitors or the person who threw them - I
haven't worked out how to do that with our faction system (Hippie gave
them the syndicate faction but traitors don't get that on our codebase).
If anyone wants to contribute or help me suss that out it'll be cool,
otherwise just don't be around if there's nobody else for them to maul.
## Why It's Good For The Game
They're funny.
## Changelog
🆑 Vekter
add: Added a new hostile variant of cats, "feral cats".
add: Added a new traitor item, "feral cat grenades". For 5 TC, you too
can throw a grenade at someone and make five cats maul them to death.
/🆑
## About The Pull Request
shield gens now have a board, cant be printed

you may now screw open an unlocked shield generator to access its sole
wire, the wire that toggles it on and off
you may also after that crowbar it if it isnt active to deconstruct
converted things to balloon alerts and some cleaning
## Why It's Good For The Game
these things just vanishing if destroyed is dumb and wiring allows for
shenanigans
## Changelog
🆑
fix: shield wall gens actually use power now
qol: shield wall gens may now be rebuilt and use some balloon alerts,
and have wiring
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.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
- Fixes#79906
- Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/25190
Bluespace sheets did not have their `material_type` var initialized.
This fixes the issue for GMM and possibly other issues that relies on
this var
## Changelog
🆑
fix: you no longer get an empty crate when ordering bluespace crystals
from the galactic material market.
/🆑
## About The Pull Request
Small bugfix which properly upgrades the difficultly of breaking out of
a passive grab to that of an aggressive grab if staggered and stamina
damaged. Punching someone while grappled gives unique damage text based
on the limb used.
## Why It's Good For The Game
Bugfix. More user feedback.
## Changelog
🆑 itseasytosee
fix: staggered targets now have the correct chance for escaping
grapples.
spellcheck: changed attack verb for punching a grappled target
/🆑
## About The Pull Request
The check for a successful augmented limb repainting was using the proc
incorrectly. Instead of checking for TRUE or FALSE, it tried to see if
the returned value was exactly 5 or not. This PR fixes that.
## Why It's Good For The Game
My augmented arms crave fashion.
Fixes: #77429
## Changelog
🆑
fix: You can once again repaint robotic limbs to use alternate skins
/🆑
## About The Pull Request
I have decided to help out with basic mobbing slimes, and found out,
that this code is ancient and crusty. So I have decided to refactor and
tweak things bit but but, until the moment I will hit AI related stuff.
I might have gone a bit overboard, and performed a melange of fixes. I
have done the following in order:
- Slime colour, core type and mutation list are now held by a single
`slime_type datum`. This means the slime's core is no longer spawned
using text operations on the slime's colour, and the slime's mutation is
no longer a single large switch statement that returns an exactly four
element length array. Icons are still based on the slime's colour
define, but that is now more changeable.
- Autodocced all the slime procs and vars I could find, while also
renamed them to be more descriptive. Also made Booleans actual booleans.
Also added code to confused code segments. For example, did you know
that slimes would forgive all its stacks of Feeling Very Attack Right
Now, if it has exactly one level of Discipline? I didn't, and I almost
turned the 1 in the check into a TRUE before I had a second look.
- Added defines to the slime hunger checks
- Cleaned up a lot of single letter vars in all code that referenced the
now changed variables.
- Large amount of if-chain pyramids have been turned into early returns.
More readable.
- Made the xenobiology camera shortcuts and actions always do the same
thing, though the action buttons still loop through all of the conents.
In addition, after seeing a comment lamenting about varied load orders,
I have made autolinking the monkey recycler is now done in
LateInitialize, which didn't exist when it was made.
- I have included an UpdatePath that changes the colours of premapped
slimes, but I did not do anything for the other values.
- I noticed slimes were unable to attack pacifist humans, due to trait
checking the human instead of the attacking slime. This has been fixed.
- The slime scanner has an examine block, and it now describes your
slimes' "mutation attempt chance", instead of like, performing math in
case the slime's current colour is one of the mutations, or hiding it if
it has none. This value is needed to breed rainbow slimes.
This has been an extremely large scrubbing. I am willing to try rip it
up into smaller chunks, even if most of it is just single letter vars
and if pyramids.
## Why It's Good For The Game
If code is more readable and expandable, it will aid in further
refactors.
## Changelog
🆑
refactor: Slimes's colour, core type and mutation list is now held in a
slime type datum
code: Slime's variables have been documented, and renamed a bit to add
clarity. Please report bugs that might stem from renaming.
fix: Slimes are not longer prevented from attacking pacifist humans.
qol: Slime scans now display the actual amount of genetic instability,
instead of hiding it if a slime doesn't mutate further, or tweaking it
if it might mutate back into itself. This will make it easier to parse
which slime to breed further to get a rainbow slime.
/🆑
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
- Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/23788
So after #77858 was merged an unintentional side effect was rcd could no
longer build directional windows on grills if they already existed on
the turf. Sure rcd won't build a grill and then build a directional
window on top of that but if a grill already exists on the turf the rcd
should still be able to build directional windows on that grill as it
helps in repairing mapped in directional windows and such.
If you want to build a grill first set the mode to full tile window,
build the grill and then switch to directional window to build a window
on top of that grill. Or just select directional window mode and build
the windows directly without a grill, choice is yours
## Changelog
🆑
fix: RCD can build directional windows on top of existing grills &
without them.
/🆑
- add Internal inducer: An inducer for engi borgs, it uses power from
there own cell to charge other devices
- Buff the RPED module to be onpar with BSRPED in storage(same
otherwise)
- Borg chargers now also draw from powernet like cells do
The RPED buff is more because the standard capacity for parts is really
low, this lets borgs use RPED more hassle free. They still need to
physicaly be next to the machine so its not an insane buff otherwise
## About The Pull Request
https://github.com/tgstation/tgstation/pull/79843 but working...
So. Turns out the inventory is just a whitelist. Not just 'any tiny
item'.
Whoops.
Also alphabetized the list since I was working on it. Hopefully I did
that right.
## About The Pull Request
### Tackling Outcomes
Tackling now determines success based on outcome categories. These are
derived from the typical attacker/defender roll that would have
previously determined the outcome on its own. A negative roll results in
a negative outcome, a positive roll a positive outcome, and a result of
exactly 0 resulting in a neutral outcome.
The result of your roll are then passed along to the relevant proc to
determine severity. The derived roll is multiplied by 10 (or -10 for the
negative roll to get a positive value to roll with). Then we see if our
final roll fits a severity bracket. Negative outcomes will roll to
determine their outcome, and potentially could roll a less severe
outcome than what our first roll would suggest.
For positive outcomes, the defender's melee armor reduces the severity
of the outcome.
For negative outcomes, the attacker's melee armor improves the potential
outcome and at least prevents more severe backlash. It'll still be
negative, you can't move from a negative outcome to a positive outcome
just from good armor.
Most of the outcomes are fairly similar to the current outcomes, but
with the inclusion of staggering one or both parties to make the
subsequent potential grabs _stickier_, if that makes sense.
Neutral is now a mutual stagger, but also the tackler being left
upright. It's effectively net zero.
### Blocking
Blocking is checked on impact, and results in a neutral outcome if the
defender successfully blocks. This means our tackler isn't too severely
impacted from an unsuccessful tackle
### Additional Changes
Your arms ``unarmed_effectiveness`` now contributes to the attack mod
and defense mod of tackles. For humans tackling humans, this often
results in a net neutral result. But if you have a better arm, or the
tackle target has worse arms, this can alter the outcome significantly.
Any tackler with the trait TRAIT_NOGUNS (like bezerkers, Sleeping Carp
users or the very unlikely chance ninjas are tackling while wearing
their armor) gains a bonus to their tackles.
Any suit that prevents shove knockdowns grants an attack bonus, and not
just riot armor. This now includes Mk.1 Swat suits, the ones from the
SWAT crate in cargo.
Settlers are vulnerable to tackles, much like their dwarf cousins.
They're also just as bad at tackles.
Security lockers come with gripper gloves, and the sec vendor has 5 sets
of gripper gloves as standard items. They also have a +1 skill bonus.
This should encourage people to use tackling a bit more without having
to always seek out the best gear to accomplish the task. (particularly
since security is inherently pretty good at tackling with the outcome
changes).
The HoS gets a pair of gorilla gloves in his garment bag. If he wants
them.
The shove slowdown is now a new status effect, Staggered. This is just
better functionality overall. Any instance of adding the shove slowdown
now makes our target staggered.
## Why It's Good For The Game
Tackling is a bit outdated, to say the least. Not much content has been
added for a while that isn't strictly meme content. With these changes,
tackling should be slightly more nuanced, considering elements such as
unarmed effectiveness, the presence of martial arts, and actually
properly checking block rather than notionally checking block. There is
also more opportunity to protect yourself from tackle outcomes, both
positive and negative.
It also should be a little fairer to be on the receiving end of tackles
if you have taken the time to layer up defenses against it. Attackers
often overwhelmed defenders due to numbers favoring attackers more than
defenders.
Closes some really outdated design that was resulting in some really
bizarre behaviour with regards to layered defenses against attack not
having the same meaning against tackles, if only because it was looking
for the wrong things and not even the correct parts of what it was
looking for. Namely, blocking and shielding.
The inclusion of more gripper gloves and a good outcome from using them
will hopefully incentivize people to consider tacking as a useful tool,
if a bit risky still due to the splat mechanics.
## Changelog
🆑
balance: Judo Joe, archnemesis of Maint Khan, has begun re-airing his
midnight infomercials shilling his extremely expensive Tackle Supreme
Judo Karate Training video tapes. Unable to pass up a 'bargain',
Nanotrasen has purchased these tapes en masse. Tackling techniques have
started to improve, as well as Nanotrasen's tackling instructional
algorithms within tackle gloves.
balance: The outcomes for tackling are more equalized. It isn't as feast
or famine, and should be somewhat more controllable without becoming too
severe.
add: Blocking successfully against a tackle will force the tackle to be
a neutral outcome.
add: Unarmed effectiveness from arms now contributes to attacking with
and defending from tackles.
add: Those who refuse to use firearms (like Sleeping Carp users and
insane unholy berzerkers) are better at tackling others.
add: Riot specialized armor, and not just riot armor, now contributes
meaningfully to tackling effectiveness.
balance: MK.1 Swat Suits, the ones that come in SWAT crates, now
functions similarly to riot armor.
add: Settlers from the outer rims have noticed they aren't very good at
protecting themselves against Judo Joe's clearly discriminatory tackling
techniques.
add: Security lockers come with gripper gloves, security vendors now
sell them as standard items, and the HoS' garment bag now has a pair of
gorilla gloves. Gripper gloves have a positive skill bonus to tackling.
add: Being insane also makes you INSANELY good at tackling but also
INSANELY likely to eat shit on a whiff. DO OR DIE, BITCH.
refactor: Shoving slowdown and all its implementations now use a status
effect, Staggered.
/🆑
## About The Pull Request
Fixes#79764
I was going to tackle this issue by slamming `TRAIT_NO_SLIP_ALL` on
Atrocinator users and calling it a day, but like, that didn't feel
proper.
So I thought hey, we could just give them the flying movetype, even
though they technically aren't flying it means they're unaffected by
things that flying would make you unaffected by.
Nope, this means the mob technically "negates gravity", so no falling
and no feetsteps.
Let's try floating - this give us feetsteps but no falling upwards.
So instead of going back to square one, with `TRAIT_NO_SLIP_ALL`, I
decided to go for the more complex route of just adding a movetype.
Hence, move type `UPSIDE_DOWN`. This covers situations where a mob would
be "floating" above the ground, but still walking. ...Negative gravity.
This means overall the Atrociator acts more as you'd expect - you don't
slip on ice, you don't trigger bear traps or mouse traps, you can walk
over railings, unaffected by conveyor belts, etc.
## Why It's Good For The Game
Makes the Atrocinator a lot more consistent with how you'd expect for it
to work.
Admittedly it is a bit niche use of movetypes, but it can possibly be
expanded to more things in the future, who knows? I applied it to mobs
on meat spikes (even though they don't move), just for proof of concept.
## Changelog
🆑 Melbert
fix: Atrocinating mobs will now behave more as you'd expect. Meaning
they don't slip on wet patches, can't trigger bear traps / landmines /
mouse traps, ignore conveyors, and can walk over tables and railings.
fix: Floating mobs are unaffected by conveyor belts, acid (on the
ground), glass tables
fix: Floating mobs won't squish stuff like roaches anymore
fix: Fixes bear traps triggering on floating / flying mobs
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Third /icon/ cleansing splinter 1. Comments on commits say all it does
pretty much.

## Why It's Good For The Game
Inhand for walkietalkie was requested in the project, gets rid of some
usecases of old 'gangtool', headset splitoff requested by Fazzie.
Inhands reflecting the items they are supposed to represent is nice.
## Changelog
🆑
image: Following now have unique item sprites: syndicate war declaration
radio, curator and chief beacon's, chaplain beacon.
image: Following now have unique inhand sprites: radio, export scanner,
walkie-talkie, syndicate war declaration radio, curator and chief
beacon's, chaplain beacon.
/🆑
## About The Pull Request
Part 2 of #79686 where we trim down the size of `holder.dm` even further
and in the process give some procs more advanced features as they get
merged with their counterparts.
**1. Removes & merges `get_multiple_reagent_amounts()` proc with
`get_reagent_amount()`**
The proc `get_multiple_reagent_amounts()` was only used by bio generator
and 1 other item with its only use being finding the sum of all reagents
present in the list returned by
`typesof(datum/reagent/consumable/nutrient)`. Currently the approach is
very inefficient because.
- `typesof()` is an expensive call which returns a long list of reagents
- `get_multiple_reagent_amounts()` would then use 2 nested for loops.
One to loop over every reagent in this holder & another inner for loop
to loop over every reagent returned by `typesof()` operator so the time
complexity of this proc is overall multiplicative which in lamen terms
means "Bad"
We can replicate the same behaviour of `typesof()` by using the
`type2parent()` proc and 1 more direct type check to get the exact same
behaviour but with much faster results, therefore reducing overall code
**2. Removes & merges `get_reagent()` proc with `has_reagent()`**
The proc `has_reagent()` is way more advanced than `get_reagent()` with
arguments requesting for a specific amount, metabolization and now even
has a new argument i.e. `chemical flag`. `has_reagent()` has always
returned the reagent reference directly and not a simple TRUE/FALSE so
it is a perfect replacement for `get_reagent()`, therefore reducing
overall code
**3. Removes & merges `has_chemical_flag()` proc with `has_reagent()`**
The proc `has_reagent()` can now look for a specific reagent with a
specific chemical flag as well as mentioned above thus it can replace
`has_chemical_flag()` therefore reducing overall code
## Changelog
🆑
code: Removes & merges `get_multiple_reagent_amounts()` proc with
`get_reagent_amount()` inside reagent holder
code: Removes & merges `get_reagent()` proc with `has_reagent()` inside
reagent holder
code: Removes & merges `has_chemical_flag()` proc with `has_reagent()`
inside reagent holder
refactor: Reagent holder code has been further compressed. Report bugs
on github
/🆑
## About The Pull Request
1. Fixes#79610
It works and the UI has also been updated to match that of chem
dispenser and it displays an input list for adding reagents now

2. Created a common component for chem dispenser, portable chem
dispenser & debug chem synthesizer to share in the UI code.
3. Moved portable chem mixer to modules/reagents/machinery folder to
group them under the chemistry category
## Changelog
🆑
fix: debug chem synthesizer works again. cleaned up chem dispenser,
portable chem dispenser & debug chem synthesizer ui code
qol: ui for displaying beaker reagents for debug chem synthesizer has
been improved. Now displays input list for adding reagents
/🆑
## About The Pull Request
I'm still not satisfied with how ghost notifications work. This gives
every notification with a source (99% of all notifications, in other
words) a link to jump/orbit. Currently, notifications with "play"
interactions would only get the interact link, so jumping to the source
was pretty annoying.
It removes posting the entire message in the alert tooltip, as some got
pretty lengthy and it didn't seem to fit. To replace this, they will
always use headers
After:



NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference
seems to be whether it's a turf. The result shaves off some redundant
lines of code, since most-every usage of notify_ghosts uses
NOTIFY_ORBIT.
## Why It's Good For The Game
More standardization for the ghost notification system. Adds a few alert
headers that never had them. All in all, makes it easier for creators to
throw alerts at ghosts
## Changelog
🆑
qol: Nearly every ghost alert should now feature a "VIEW" button, even
those with click interaction.
del: Ghost alerts no longer show the entire message in the tooltip,
instead have been replaced with titles.
/🆑
## 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>
## About The Pull Request
Description of these two items tells you how to attack people with them,
but it's outdated and tells you to use disarm or aggressive intent.
Since those aren't part of the game any more, I changed it so it tells
you to use combat mode instead.
Also a minor rewording both to stop the word 'combat' being used twice
in quick succession to mean different things (looks awkward), and to
make it technically more correct (old description implies you need
combat mode on to revive someone in the middle of a fight)
## Why It's Good For The Game
Intents aren't in the game so mini tutorials like this shouldn't refer
to them.
## Changelog
🆑
spellcheck: Nukie and ERT defibrillators now reference combat mode
instead of intents.
/🆑
## About The Pull Request
Paint can total uses 10 => 200
## Why It's Good For The Game
Paint cans used to be infinite until it was discovered that was actually
a bug and it was fixed back in May
What wasn't actually changed was how much paint is supposed to be in the
can.
Cans only hold 10 charges of paint, and lack an apparent way to refill
them (as far as I know), which is enough paint to do almost nothing
with.
Given crayons and spraycans hold 30 charges, 200 seems a lot more
reasonable for a big old can of paint that can only colour things and is
generally a lot bigger than spraycans (much less crayons)
## Changelog
🆑
balance: Paint cans hold 20x more paint than before, painters rejoice!
(Janitors cry more)
/🆑
## About The Pull Request
Fixes#76349
I didn't know that people needed to add any new traits to a global list
so they can be easily read in View Variables, and was pretty shocked to
find out many other people didn't know it was a thing. Let's make it a
thing by testing it using a new CI Python Linter to check this. But oh
no-

There were about 200+ missing traits. Alright, so let's do the
following:
* Move trait defines to their own dedicated folder in the `_DEFINES`
folder.
* Split up the traits mega-file into different files, for better
organization. One for the macros, one for the sources, and a few for the
"trait declarations"
* Run the linter a load of times and add everything to the globalvars
file, removing anything that's no longer used and figuring out where the
best categorization of it is. also minor code improvements. also rename
all of the ones that look weird. also fix list indentations
* Also alphabetize the lists because it's easy
* Move everything to a new `traits_by_type` list, while keeping the
admin one the way it is for the time being while we figure out a better
way to show that list to admins.
* Profit
## Why It's Good For The Game
Mapping trait injectors will now work for any type of trait. You
shouldn't add any trait via this injector though, but you're no longer
limited to coders remembering to add it to that critical list you
needed.
Lays the framework for a better view variables experience. This work is
too lengthy to presently do, but hopefully we can get this done sooner
rather than later. we will need a code-accessible way to view these
traits for such a framework to be implemented, so let's just do that.
Future steps are to break down the mega-declarations file into a folder
full of separate files by typepath, but that requires a lot of auditing.
Does need to happen one day though, there's a lot of mob traits mingled
with datum traits and auuugh we gotta do this later this PR is already
massive.
there's probably ways to game this but this catches _my_ mistakes so
good luck to everyone else (it should work for 99% of everyone)
## Changelog
Nothing applicable to players. However, to mappers, the mapping trait
injector should always be able to add any kind of trait (which is rather
good for the times when you need it).
## About The Pull Request
I would've been content to leave these, but you guys just haaaad to
overdo it
- Plates now respect weight class of items on top
- Fried food now respect volume of existing items
## Why It's Good For The Game
These exploits are not intended and have potential and, if abused, can
severely detract from rounds.
## Changelog
🆑 Melbert
fix: Plates now respect the weight class of items on top.
fix: Fried items now respect existing volume cap.
fix: Smartfridges now don't accept bulky food items, good thing we have
none of those right guys?
/🆑
## About The Pull Request
climbing hook (the thing in your internals box on icebox and other
multiz planetary maps if any)
should now allow you to climb through directional windows if they arent
blocking your direction on the target tile, and over railing
## Why It's Good For The Game
hooks should be easier to use
## Changelog
🆑
fix: you can climb over more stuff with a climbing hook
/🆑
## About The Pull Request
- Deletes `spec_attacked_by`
- Elements simple/basic mob attack threshold
- There was a skeleton mob that "mimics armor" but didn't use the actual
mimicing armor thing we have, so I changed that.
- Moves `check_shields` down to the living level, renames it to
`check_block`
- Martial art blocking is now signalized (only CQC uses it anyways)
- Cleaned up a bit of `attack_x` procs, but not a lot. Should have an
entire PR dedicated to this .... mess.
- Deprecates `/obj/item/melee`
## Why It's Good For The Game
Second verse, same as the first.
- Less bad species related procs.
- Largely brings a lot of code in line, making combat more consistent
across types.
- Makes it a lot easier to add new code relating to blocking or taking
damage.
## Changelog
🆑 Melbert
refactor: Refactored another large chuck of attack code, primarily
involving melee item attacks and non-human mob attacks. Report if you
see anything weird
fix: Pacifists clicking on simple robots or silicons no longer causes
sparks
fix: Blocked thrown batons are now properly... blocked
/🆑
## About The Pull Request
When stealing credits, the CRAB-17 takes a between 5 and 15 percent of
your current credit balance.
Due to how numbers work, this almost always ends up with a fractional
amount being taken (ie 10% of 1015 is 101.5)
There is, as far as I'm aware, no way to get rid of this fractional
amount, as you can only pull whole credits from your ID.
## Why It's Good For The Game
CRAB-17 will now take between 5 and 15 percent of your current credits,
rounded down.
No more 1/3 of a credit to stare at in abject horror.
## Changelog
🆑
fix: The CRAB-17 will now only take whole credits, as fractional credits
were found to be worth less.
🆑
## About The Pull Request
More code improvements for reagent holder. As you can see it removes a
lot more code than it adds so code savings are significant. This does
not touch on any floating point arithmetic, all that is behind us, this
focuses on removing redundant procs and merging existing procs to
achieve the same functionality so if you do see any changes in reagent
related behaviour it's not intentional and should be reported as a bug
here.
The following code changes can be summarized into points.
**1. Removes procs `get_master_reagent_id()` &
`get_master_reagent_name()`**
Both of these procs have the exact same functionality as
`get_master_reagent()` with the only exception of returning a different
value. Instead we can just call `get_master_reagent()` directly and
infer the name & type of it ourselves rather than creating a wrapper
proc to do it for us, therefore reducing overall code
**2. Removes & Merges `remove_all_type()` proc into `remove_reagent()`**
The proc `remove_all_type()` is highly inefficient, it first uses a for
loop to look for the reagent to remove & then it again calls
`remove_reagent()` on the reagent once it has found it. We can just
embed this functionality directly into `remove_reagent()` by simply
adding an additional parameter `include_subtypes`. This way the
operation is faster, and we reduce the code to get the job done. Also
now `remove_reagent()` will return the total volume of reagents removed
rather that a simple TRUE/FALSE
**3. Removes & Merges `trans_id_to()` proc into `trans_to()`**
Both these procs have the same job of transferring either a single
reagent or all reagents. `trans_id_to()` is a scaled down version of
`trans_to()` because
- It does not have any `method` var. This means if you want to transfer
a single reagent to a mob/organ or any other object it does not have the
functionality to expose the target to that transferred reagent.
- It does not have a `multiplier` var to scale reagent volumes
- It does not have code to deal with organs or stop reactions i.e. it
does not have the `no_react` var.
We can overcome all these short comings by simply adding an extra var
`target_id` to specify what specific reagent to transfer therefore
attaining the same functionality while keeping the benefits of
`trans_to()` proc therefore reducing overall code
**4. Lowers plumbing reaction chamber tick usage for balancing ph.**
Rather than invoking a while loop to balance ph it's much easier for the
player to simply make the reaction chamber wait for e.g. add a reagent
that will never come. This will make the chamber wait therefore giving
the reaction chamber ample time to correctly balance the ph and then
remove that reagent from the list therefore getting correct ph levels.
No need to create code hacks when the player can do it themselves so
the while loop has been removed
## Changelog
🆑
code: removed redundant procs `get_master_reagent_id()` &
`get_master_reagent_name()`
code: merged `remove_all_type()` proc with `remove_reagent()` now this
proc can perform both functions. `remove_reagent()` now returns the
total volume of reagents removed rather than a simple TRUE/FALSE.
code: merged `trans_id_to()` proc with `trans_to()` now this proc can
perform both functions
refactor: plumbing reaction chamber will now use only a single tick to
balance ph of a solution making it less efficient but more faster. Just
make the reaction chamber wait for longer periods of time to accurately
balance ph
refactor: reagent holder code has been condensed. Report any bugs on
GitHub
/🆑
## About The Pull Request
A funny little interaction I came up with while sitting in a toilet.
Since high potency carrots can be quite big, you could definetly cut
more than a shiv out of them. A sword, for example. A bit of reward for
making such a high-potency carrot in the first place.

## Why It's Good For The Game
Comedic purpose, and who knows, maybe someone will be a gimmick
botany-knight based on these?
## Changelog
🆑
add: Adds a chance that, when sharpened, a sufficiently potent carrot
will turn into a sword instead of a shiv.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
## About The Pull Request
All the below copied from #79588
Does as the tin says and renames all instances of 'mjolnir' to
'mjollnir' . They are TECHNICALLY both correct but because 'mjolnir' was
only used for the spelling in game for the hammer itself and the icon
when worn on the back I decided on two l's. This also means I had to
change the icon name for the back sprite
If I'm missing any files with it spelt 'mjolnir' please tell me
While I was at it i also decided to change singularityhammer.dm to
wizard_weapons.dm because apparently the file is supposed to be where
wizard weapon are stored and having it be named after a single weapon is
confusing incase people add more weapons later on.
## Why It's Good For The Game
More consistent spelling.
Code wise it makes it more clear what the intended use for a file is
## Changelog
🆑
spellcheck: hopefully changed all instances of the word 'mjolnir' to
'mjollnir'
/🆑
## About The Pull Request
I made this to help me move more towards my goals [laid out
here](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA) which currently doesn't
have much interest.
This makes the Destructive Analyzer use a little neat TGUI menu instead
of its old HTML one. I also touch a lot of science stuff and a little
experimentor stuff, so let me explain a bit:
Old iterations of Science had different items that you can use to boost
nodes through deconstruction. This has been removed, and its only
feature is the auto-unlocking of nodes (that is; making them visible to
the R&D console). I thought that instead of keeping this deprecated code
around, I would rework it a little to make it clear what we actually use
it for (unhiding nodes).
All vars and procs that mentioned this have been renamed or reworked to
make more sense now.
Experimentor stuff shares a lot with the destructive analyzer, so I had
to mess with that a bit to keep its decayed corpse of deprecated code,
functional.
I also added context tips to the destructive analyzer, and added the
ability to AltClick to remove the inserted item. Removing items now also
plays a little sound because it was kinda lame.
Also, balloon alerts.
## Why It's Good For The Game
Moves a shitty machine to TGUI so it is slightly less shitty, now it's
more direct and compact with more player-feedback.
Helps me with a personal project and yea
### Video demonstration
I show off connecting the machine to R&D Servers, but I haven't changed
the behavior of that and the roundstart analyzers are connected to
servers by default.
https://github.com/tgstation/tgstation/assets/53777086/65295600-4fae-42d1-9bae-eccefe337a2b
## Changelog
🆑
refactor: Destructive Analyzers now have a TGUI menu.
/🆑
## About The Pull Request
https://github.com/tgstation/tgstation/pull/79517 changed sleeping carp
to use combat mode to deflect instead of throw mode, but didn't change
the grant scroll text to reflect. I doubt anyone reads that anyways.

## About The Pull Request
Made pipe painter properly paint pipe colors, work on pipe items, and
added the same functionality to regular spraycans.
Spraycans now have the color presets in UI for easier selection of the
valid pipe colors.
## Why It's Good For The Game
Bug fixing is good.
It was weird that spraycans couldn't paint pipes, but some other device
could.
Also custom spraycan color is too clunky, presets are nice for quick
spraycan color selection.
## Changelog
🆑
fix: fixed pipe painter not applying pipe color properly
qol: made spraycans work also as pipe painters
qol: spraycans now have basic color presets for quick selection
/🆑
## About The Pull Request
this pr transforms gutlunchers into basic mobs and gives them a small
ranch that ashwalkers can manage. gutlunches come in various colors and
sizes! female gutlunches will come in different shades of red and males
will come in shades of blue. the child born will have a mix of his
parent's colors.

female gutlunches can make various healing milk and medicine from its
udder. but it will need to consume ores before it can start making milk,
u can either feed it by hand or u can put ores in the wooden trough and
they will go eat from it whenever they get hungry. feeding it gold or
bluespace ore will improve the healing quality of the milk for a short
while

the male gutlunchers are obedient pets. their stats vary from one
another in speed, attack and health. a male gutlunchers stats will
depend on the stats of his parents, the higher his parent's stats are
the better chances he has at rolling higher stats. so u can selectively
breed them to make sure they have the best stats possible. they will
listen to all ur commands and can mine walls or attack enemies if given
the command. also i wanted the farm to have wood fences so i added them
to the game, they cost 5 wood planks to make
## Why It's Good For The Game
refactors gutlunches into basic mobs. also i turned breeding into a
component so it can be applied to all animals and created a breed
command, pets that have this command and the component will go breed
with a partner u point at.
## Changelog
🆑
refactor: gutlunches have been refactored into basic mobs. please report
any bugs
add: ashwalkers have a small ranch they can manage
fix: wall tearer compnent wont runtime when interacting with mineral
walls
/🆑