## About The Pull Request
Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.
This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.
[Renames comp_lookup to listen_lookup, since that's what it
does](102b79694f)
[Moves signal procs over to their own
file](33d07d01fd)
[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](335ea4ad08)
[Does something similar to the attackby comsigs (PARENT ->
ATOM)](210e57051d)
[And finally passes over the examine
signals](65917658fb)
## Why It's Good For The Game
Code makes more sense, things are better teased apart, s just good imo
## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
## About The Pull Request
Lemon guy was a bit too late in reviewing #75732 because it got already
merged by someone else, and I too hadn't managed to make some adjustment
to that PR in time.
This PR applies suggested changes, turns a simple proc into a macro, and
makes it so that also waddling, squeaky shoes and swivel chair sounds
don't running when moved by conveyor belt.
This doesn't stop squeaking from happening when other
conveyor-belt-moved objects or mobs cross its tile. That'd be hacky and
I'm not here to fight sfx-spamming machines.
## Why It's Good For The Game
These are changes that should have been included in #75732 but couldn't.
See that PR for the general idea.
## Changelog
🆑
fix: waddling, squeaky shoes and swivel chair sound effects no longer
run when moved by conveyor belt.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>

## About The Pull Request
The current broken tiles have some visual issues:
- There is an ambient occlusion shade when it touches normal tile
- It has a layer higher than it should be which leads to things that are
normally above the floor layer, render below it. Such as atmos
machinery, cleanable overlays, etc.
This PR makes the render on a proper layer and work like a partially
destroyed floor tile that can be reclaimed with crowbar.
Also, the cleanables are now on FLOOR_CLEAN_LAYER to make dirt appear
above catwalks and these new tiles.
And the flat dirt now has 4 variants of sprites, while dust uses the old
dirt sprite. It seems like dust was just dirt with different description
before.
## Why It's Good For The Game
A broken tiling with no visual bugs and proper floor-like logic.
## Changelog
🆑 MTandi, Borbop
fix: Dust now has dust icon, instead of dirt icon. Dust on all maps
replaced with dirt
image: Flat dirt now picks from 4 new sprites
refactor: Made broken tiling work more like tiling and have
corresponding visuals. Added directional mapping variants.
fix: Cleanables now use FLOOR_CLEAN_LAYER to make sure that trash is
visible above catwalks
/🆑
## About The Pull Request
Changes resin floor to MID_TURF_LAYER (turf decals are not shown!
## Why It's Good For The Game
Fixes#75876
## Changelog
🆑
fix: xeno resin floor layer
/🆑
## About The Pull Request
Exactly what it says on the tin (snow legions only dropping ashen
skeletons, like tendril legions).
Also changes the name of the "fromtendril" variable to "from_spawner",
and comments it. Not sure if that warrants a changelong comment, but
I'll go ahead and assume no.
## Why It's Good For The Game
being able to farm snow legion portals for an endless tide of bodies
and/or equipment is a bit weird. also puts it a bit more in line with
the legions of Lavaland
## Changelog
🆑
balance: The source of the demonic portals that endlessly deposits snow
legions onto the Icemoon no longer preserves the bodies nor gear of the
damned (read: demon portal snow legions now only drop skeletons).
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
See the title. Doing so by adding a new arg for damage type to
`check_shields()` and `hit_reaction()`. The other way would had involved
a couple istype checks for item or projectile damage type, but this is a
longer term solution and can tackle more than just that.
## Why It's Good For The Game
Fixes#74876.
## Changelog
🆑
fix: Stops shields getting broken by pillows and disablers.
/🆑
## About The Pull Request
Re-read the title. I had to add a dcs signal to do this.
## Why It's Good For The Game
Empowering trash bins for the sake of consistency.
## Changelog
🆑
balance: You can now sweep garbage into open trash bins (the crate
subtype).
/🆑
## About The Pull Request
The engineering, janitor and medical holosign projectors can project
their holosigns in 1 second. The holosign integrity has been reduced to
1. Engineering max capacity increased to 12, medical to 6.
## Why It's Good For The Game
The long time to project made these projectors, especially the
engineering ones, impractical to use during an emergency that warrents
their usage. Medical capacity increase allows them to block off a
typical hallway, which could be used if there's a biohazard (60 gibbed
monkeys, or botanist). Engineering capacity increase is warrented due to
the nature of breaches and how large they can get.
The integrity reduction should help prevent them from being used to
Fortnite people.
## Changelog
🆑
balance: Engineering, janitor and medical holosign projector projection
time reduced to 1 second.
balance: Engineering, janitor, and medical holosign integrity reduced to
1.
balance: Engineering holosign projector max capacity increased to 12.
balance: Medical holosign projector max capacity increased to 6.
/🆑
## About The Pull Request
Stops grilles from electrocuting or tesla-ing when there's a floor
between the grille and the cable.
## Why It's Good For The Game
Fixes#60541
## Changelog
🆑 Licks-the-Crystal
fix: Stops grilles from electrocuting or tesla-ing when there's a floor
between the grille and the cable.
/🆑
## About The Pull Request
I stepped on a rubber duck while testing #75672 and got very sad when it
honked.
Makes rubber ducks use the rubber ducky shoes sound effect instead of a
clown honk sound effect.
## Why It's Good For The Game
Ducks are supposed to quack, not honk. It's not a goose, after all.
## Changelog
🆑 Stalkeros
sound: Rubber duck now quacks.
/🆑
## About The Pull Request
Title.
## Why It's Good For The Game
#75528 but with a map lint.
I also don't know what to call these, so for clarity sake I'm referring
to them as "panes", which I think helps convey what they are.
## Changelog
Not needed.
## About The Pull Request
Currently, drawing a small circle on the floor consumes as much charge
as any other drawable but the larger horizontal ones that cost five
times as much, which is a bit dull for non-cyborg players, having to
burn through a ton of spraycans just to cover the floor in several small
dots if ever attempting to do some floor art.
This PR aims to reduce the cost of some of the smaller drawables, like
"shortline", "smallbrush", "pawprints" etc., in virtue of the smaller
area they cover. The balances changes may seem bit of an arbitrary and
not include ones that are a bit on the edge between "small" and not
"small", but I'd rather keep it simple than have other values such like
"semi-small" integrated and snowball this balance PR into a more
finnicky, disputable or not agreeable with version of itself.
This also covers re-coloring and existent graffiti. Currently it always
costs 2 charges to change its color regardless if it costed 1 or 5 to
spray in the first place. With this PR, the costs should match that of
when they were drawn. To boot, It also takes into account the tagger
quirk now.
Code had to be cleaned up and improved a bit for a smoother
implementation of these changes.
A fairly unrelated but small change: Trying to suicide with an empty
spraycan will now fail, because it's empty. It's that simple.
## Why It's Good For The Game
Enables non-cyborg players to engage in jolly floor-vandalizing-art in a
more consistent, slightly more enjoyable way.
## Changelog
🆑
balance: Drawing small graffiti like paw/foot/claw prints, small brush
dots and short lines should cost half as many charges off your spraycan
or crayon.
balance: The cost of recoloring graffiti decals is now consistent with
that of drawing them.
balance: Trying to suicide with an empty spraycan will now fail, because
it's empty. It's just that simple.
/🆑
## About The Pull Request
Gym equipment are currently ported from Goon code, and I didn't like how
it currently worked as it was buggy and the code was a mess. I decided
to just rework how they worked entirely. I left the parts that weren't
Goon code (like tooltips & deconstruction) alone because it's not goon
code and I think it's fine that way.
- Now you buckle yourself to it (like a chair, I didn't like how it
didn't work like one) and can work out with an action button you get on
buckle, you can do as many sets as you want, then unbuckle & go.
- You aren't hardstunned for 8 seconds for clicking on it anymore, you
aren't flying around because the stun doesn't even last the duration of
the animation anymore.
Video demonstration
https://github.com/tgstation/tgstation/assets/53777086/f5ae86f1-65fb-46c6-8a5f-8f9d9f0548b3
## Why It's Good For The Game
Reworks old code
Removes un-documented Goon code
Makes gym equipment less broken than it currently is.
## Changelog
🆑
qol: Gym equipment was reworked. You now buckle yourself to weight
machines to use them, rather than clicking on it and getting stunned for
a few seconds. It also means it works like a chair now.
qol: Gym equipment no longer breaks a sweat in no gravity.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
you can emag morgue trays disabling the alarm system
## Why It's Good For The Game
keeps your enemies dead :J
## Changelog
🆑
add: You can emag morgue trays to disable their life alerts.
/🆑
## About The Pull Request
Besides cleaning up code a little i changed all the bar lockers near
`boozeomats/all_access` to also be `all_access`. And also changed
freezer on Beach away mission to be free accessed like the freezers near
it.
## Why It's Good For The Game
Cleaner code, i guess?
Free beer.
## Changelog
🆑
add: Old bar on Metastation, tranquility emergency shuttle and Beach
away mission now have free access bar closets. Also freezers on beach
are now all access so you can now open them.
/🆑
## About The Pull Request
Title. I added one single space bar to the third-person display message
when you witness someone else lock or unlock a locker.
## Why It's Good For The Game
Before:
<img src="https://i.ibb.co/RCWTTcq/Closet-Space-Bar-Before.png">
After:
<img src="https://i.ibb.co/Wfm7hvR/Closet-Space-Bar-After.png">
Highlighting unrelated shoutout to my fellow based AI enjoyers.
Grammar is good.
## Changelog
No changelog necessary.
## About The Pull Request
1. Ensures the static list closet & crate paint job vars & the
`access_choices` list vars are initialized only once. Since they are
defined inside `Initialize()` they were initialized many times and need
to be set only once when null
2. Fixes#75313
Closets & Crates can be wrapped again
3. Fixes#75349
Personal closets can be claimed again by anyone without
ACCESS_ALL_PERSONAL_LOCKERS if it's currently unclaimed.
4. Fixes#75351
Wallet with combined access are accepted again
**Note:** To claim a personal closet swipe once to unlock it, then swipe
again to claim it
🆑
fix: closets & crates can be wrapped with wrapping paper again
refactor: closet & crate paint jobs static list vars, access_choices
static list var are initialized only once during init
/🆑
---------
Co-authored-by: Tim <timothymtorres@gmail.com>
## About The Pull Request
This PR is actually 2 parts, one that fixes runtimes with crates & the
other that allows secured closets to be crafted
along with a secured suit storage unit
**Crate Fixes**
Fixes#74708
The problem starts here
f117834208/code/game/objects/structures/crates_lockers/crates.dm (L31-L34)
Not only does this if condition look ugly but it's highly error prone
because one single call to `update_appearance()` can cause this to fail,
and sure enough if you look at the parent `Initialize()` proc it calls
just that
f117834208/code/game/objects/structures/crates_lockers/closets.dm (L81-L88)
Since we know the appearance is guaranteed to be changed in some way
before the if condition gets executed let's check what the final state
of the crate would be before this if check
f117834208/code/game/objects/structures/crates_lockers/crates.dm (L54-L56)
We see that the final icon state depends on the variable `opened` so if
we want to place/spawn a crate that is opened at round start we have to
ensure that `opened = TRUE` so the `if(icon_state ==
"[initial(icon_state)]open")` succeeds and does its job correctly.
Sadly we did dum shit like this
```
/obj/structure/closet/crate{
icon_state = "crateopen"
}
```
throughout the entire code base, we thought backwards and were only
concerned in making the closet look open rather than setting its correct
variables to actually say that it is opened. because none of these
crates actually set `opened = TRUE` the final icon state becomes just
"crate" NOT "crateopen" therefore the if condition fails and we add the
component
f117834208/code/game/objects/structures/crates_lockers/crates.dm (L36-L37)
with the wrong parameters, so when closing the closet after_close()
removes the component with the wrong arguments
f117834208/code/game/objects/structures/crates_lockers/crates.dm (L81-L84)
that is does not unregister the signals and readds the component i.e.
re-registers the signals causing runtime.
The solution just do this
```
/obj/structure/closet/crate/open[mapping helper]
```
To clearly state that you want the closet to be open, that way you don't
have to memorize the icon_state for each different type of crate, it's
consistent across all crates & you don't get runtimes.
And that's exactly what i did everywhere
Another issue that is fixed is "Houdini crates" i.e. crates which are
open & appear empty but when you close & reopen them magical loot
appears, Go ahead walk upto to cargo and find any empty crate that is
open and do this
Fixes#69779https://user-images.githubusercontent.com/110812394/232234489-0193acde-22c8-4c19-af89-e897f3c23d53.mp4
You will be surprised, This is seriously harmful to players because they
can just walk by a crate that appears to be open & empty only to realize
later that it had some awesome loot. Just mean
The reason this happens is because of the Late Initialization inside
closets
f117834208/code/game/objects/structures/crates_lockers/closets.dm (L85-L86)
What late initialization does is suck up all stuff on its turf
f117834208/code/game/objects/structures/crates_lockers/closets.dm (L97-L100)
In theory this is supposed to work perfectly, if the closet is closed
move everything on the turf into the closet and so when the player opens
it, they all pop back out.
But what happens if the closet is opened before ` LateInitialize()` is
called? This breaking behaviour is caused by object spawners
f117834208/code/game/objects/effects/spawners/random/structure.dm (L94-L100)
And maint crates
f117834208/code/game/objects/structures/crates_lockers/crates.dm (L141-L143)
These 2 spawners open up the crate based on random probability before `
LateInitialize()` is called on the crate and so what happens is the
crate is first opened and then stuff on the turf is sucked in causing an
open but empty crate to appear.
The solution is simple just check again in ` LateInitialize()` if our
crate is still closed before we proceed.That's fixed now too
**Code Refactors**
1. Introduced 2 new signals COMSIG_CLOSET_PRE/POST CLOSE which are the
counter parts for the open signals. hook into them if you ever need to
do stuff before & after closing the closet while return BLOCK_CLOSE for
COMSIG_CLOSET_PRE_CLOSE if you want to block closing the closet for some
reason
2. 2 new procs `before_open()` & `before_close()` which are the counter
parts for `after_open()` & `after_close()`. If you need to write checks
and do actions before opening the closet or before closing the closet
override these procs & not the `open()` & `close()` procs directly
**Secured Craftables**
This is just a reopened version of #74115 after i accidently merged
another branch without resolving the conflicts first so i'll just
repaste everything here, since crates & closets are related might as
well do all in one
1. **Access secured closets**
- **What about them?**
**1. Existing System**
If you wanted to create a access secured closet with the existing system
its an 4 step process
- First construct a normal closet
- Weld it shut so you can install the airlock electronics
- Install the electronics [4 seconds]
- Unweld
This is a 4 step process which takes time & requires a welding tool
**2. New system**
Combine the 4 steps into 1 by crafting the secure closet directly

- **Bonus Features**
**1. Card reader**
The card reader acts as an interface between the airlock electronics &
the player. Usually if you want to change access on a locker you have to
- Weld the closet shut
- Screw driver out the electronics
- Change the settings
- Install it back
- Unweld
With a card reader there is no need of a welder & screwdriver. You can
change the access of the locker while its operational
**How do i install the card reader?**
1. Weld the closet shut
3. Insert card reader with hand
4. To remove the card reader use crowbar or just deconstruct the whole
closet with a welding tool
5. Unweld closet
**How to change its access?**
This will overwrite the settings on your airlock electronics. To do this
1. make sure the closet is first unlocked. This is important so that no
random person who doesn't have access to the closet can change its
access while its locked. It would be like giving the privilege of
changing your current password without first confirming if you know the
old password
2. attack/swipe the closet with your PDA. Make sure your ID card is
inside the PDA for this to work. You can also just use your ID card
directly without a PDA
3. You will get 3 options to decide the new access levels

They work as follows
- **Personal**: As the name implies only you can access this locker and
no one else. Make sure to have your ID on you at all times cause if you
loose it then no one can open it
- **Departmental**: This copies the access levels of your ID and will
allow people having those exact same access levels. Say you want to
create a closet accessible to only miners. Then have an miner choose
this option and now only miners can open this closet. If the Hop sets
custom access on your ID then only people with those specific access
levels can open this closet
- **None**: No access, free for all just like a normal closet
**Security:** After you have set the access level it is important to
lock the access panel with a "multi-tool", so no one else can change it.
Unlock the panel again with the "multi-tool" to set the new access type
**2. Give your own name & description**
To rename the closet or change its description you must first make the
closet access type as personel i.e. make it yours, then use an pen to
complete the job. You cannot change names of departmental or no access
closets because that's vandelism
**3. Custom Paint Job**
Use airlock painter. Not intuitive but does the job.

**4. Personal closets**
Round start personal closets can have their access overridden by a new
ID when in it's unlocked state. This is useful if the last person has no
use for the closet & someone else wants to use it.
- **Why its good for the game?**
1. Having your own personal closet with your own name & description
gives you more privacy & security for your belongings so people don't
steal your stuff. Personal access is more secure because it requires you
to have the physical ID card you used to set this access and not an ID
which has the same access levels as your previous ID
2. Make secure closets faster without an welding tool & screw driver
3. Bug fix where electronics could be screwed out from round start
secured closets countless times spawning a new airlock electronic each
time
2. **Access secured freezers**
- **What about them?**
The craftable freezer from #73942 has been modified to support secure
access. These can be deconstructed with welders just as before

- **How does it work?**
The access stuff works exactly the same as secure closets described
above. You can rename & change description with pen just like the above
described secure closets. No paint job for this. Install card reader
with the same steps described above.
- **Why it's good for the game?**
1. Make access secured freezers faster without a welder and screwdriver
2. Your own personally named & locked freezer for storing dead bodies is
always a good thing
4. **Access secured suit storage unit**
- **What about them?**
Suit storage units now require airlock electronics for construction. The
access levels you set on it will be used to decide
1. If a player can unlock the unit
2. If the player can open the unit after unlocking
3. If the player can disinfect whatever is inside
By default all round start suit storage units have free access
- **Install card reader**
Provides the same functionality as secured closets described above. To
install it
1. Open its panel with a screw driver
2. Add a card reader to it with hand
3. Close the panel
When you deconstruct the machine the card reader pops back out
- **Why it's good for the game?**
1. Having your own access protected and named suit storage unit so
random people don't steal your mod suits? Who wouldn't want that.?
Provides security for department storage units.
2. If you have the unit locked then you cannot deconstruct the machine
with a crowbar providing additional security
3. Fixes#70552 , random people can't open/unlock the suit storage unit
without access. You can set personal access to make sure only you can
access the unit
## Changelog
🆑
add: Access secured closets. Personal closets can have their access
overwritten by an new id in it's unlocked state
add: Access secured freezers.
add: Access secured suit storage units.
fix: Suit storage unit not having access restrictions.
fix: airlock electronics not properly getting removed after screwing
them out from round start lockers
fix: round spawned open crates run timing when closed
fix: open crates hiding stuff in plain sight
fix: open closets/crates sucking up contents during late initialize
causing them appear empty & open
/🆑
---------
Co-authored-by: Tim <timothymtorres@gmail.com>
## About The Pull Request
HackMD: https://hackmd.io/RE9uRwSYSjCch17-OQ4pjQ?view
Feedback link: https://tgstation13.org/phpBB/viewtopic.php?f=10&t=33972
Adds a Coroner job to the game, they work in the Medical department and
have their office in the Morgue.
I was inspired to make this after I had played my first round on
Paradise and messed around in there. The analyzer is copied from there
(https://github.com/ParadiseSS13/Paradise/pull/20957), and their
jumpsuit is also mostly stolen from it (i just copied the color scheme
onto our own suits).
Coroners can perform autopsies on people to see their stats, like this

They have access to Medbay, and on lowpop will get Pharmacy (to make
their own formaldehyde). They also have their own Secure Morgue access
for their office (doubles as a surgery room because they are edgelords
or whatever) and the secure morgue trays.
Secure Morgue trays spawn with their beepers off and is only accessible
by them, the CMO, and HoS. It's used to morgue Antagonists. Security's
own morgue trays have been removed.
The job in action
https://cdn.discordapp.com/attachments/950489581151735849/1102297675669442570/2023-04-30_14-16-06.mp4
### Surgery changes
Autopsies are a Surgery, and I tried to intertwine this with the
Dissection surgery.
Dissections and Autopsies both require the Autopsy scanner to perform
them, however you can only perform one on any given body. Dissections
are for experiments, Autopsies is for the paper of information.
Dissected bodies now also give a ~20% surgery speed boost, this was
added at the request of Fikou as a way to encourage Doctors to let the
Coroner do their job before reviving a body.
I also remember the Medical skill, which allowed Doctors to do surgery
faster on people, and I hope that this can do something like that
WITHOUT adding the potential for exploiting, which led to the skill's
downfall.
### Morgue Improvements
Morgue trays are no longer named with pens, they instead will steal the
name of the last bodybag to be put in them.
Morgue trays are also removed from Brig Medical areas and Robotics, now
they have to bring their corpses to the Morgue where the Coroner can
keep track and ensure records are properly updated.
### Sprite credits
I can't fit it all in the Changelog, so this is who made what
McRamon
- Autopsy scanner
Tattax
- Table clock sprites and in-hands
CoiledLamb
- Coroner jumpsuits & labcoats (inhand, on sprite, and their respective
alternatives)
- Coroner gloves
- CoronerDrobe (the vending machine)
## Why It's Good For The Game
This is mostly explained in the hackmd, but the goal of this is:
1. Increase the use of the Medical Records console.
2. Add a new and interesting way for Detectives to uncover mysteries.
3. Add a more RP-flavored role in Medical that still has mechanics tied
behind it.
## Changelog
🆑 JohnFulpWillard, sprites by McRamon, tattax, and Lamb
add: The Coroner, a new Medical role revolving around dead corpses and
autopsies.
add: The Coroner's Autopsy Scanner, used for discovering the cause for
someone's death, listing their wounds, the causes of them, their
reagents, and diseases (including stealth ones!)
qol: Morgue Trays are now named after the bodybags inside of them.
balance: The morgue now has 'Secure' morgue trays which by default don't
beep.
balance: Security Medical area and Robotics no longer have their own
morgue trays.
balance: Dissected bodies now have faster surgery speed. Autopsies also
count as dissections, however they're mutually exclusive.
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
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## About The Pull Request
I find it strange that you don't get anything if you just break tree or
rock with brute force. So you will now get something but with 0.6
multiplier.
I chose 0.6 multiplier so using tools are still preferable, but you
still get amount of recourses you can do something with.
<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game
You can gather some materials if you have no tools besides the toolbox.
<!-- Argue for the merits of your changes and how they benefit the game,
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## Changelog
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🆑
qol: Trees, rocks, grass and etc. now drop materials when destroyed.
/🆑
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---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
## About The Pull Request
Cardboard box MGS alert doesn't trigger on blind mobs.
## Why It's Good For The Game
Just makes sense I think
## Changelog
🆑 Melbert
balance: Blind people don't get alerted when someone in a cardboard box
pops out nearby
/🆑
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
Gives stairs `move_resist = INFINITY`, preventing anything with
above-average move force from moving them.
Currently, mobs with above average move forces, like Goliaths and
Megafauna will break stairs on their first use, not by destroying them
but by physically moving the stairs one tile.
While funny, this really does mess with a few maps, opens up easy grief,
and doesn't make too much sense.
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
Changes the extinguisher cabinet icon, letting you see the contents
without opening it. Also added advanced and crafted extinguisher
sprites.

## Why It's Good For The Game
It looks better and more functional.
## Changelog
🆑
image: extinguisher cabinet has new sprites
/🆑
## About The Pull Request
Removes Kilostation from the game.
Since I know this is bound to be a touchy subject (the map has its fans,
after all), I feel I need to explain the situation and why this decision
has been made.
While working on mapping for TGStation, there's an inherent struggle
between what's good for mappers, and what's good for coders. On the
mapping side, we want as many maps as we reasonably can have in the
repo. On the code side, every map added introduces a new layer of
complexity for adding new features. While we're attempting to make
strides in improving cooperation between the two teams so we can handle
both many maps and lots of new features, in the here and now this means
that we find ourselves limited in how many maps we can maintain at once.
With this in mind, we find ourselves in a conundrum when new maps come
along. While it would be nice to accept everything new without needing
to remove anything else, the above problems force us to stick to a
limit. Via a fair amount of discussion on the maintainer team, this was
set to 6 recently, which we reached when Northstar was merged, and
meaning that a removal was required for any new maps.
As for why the decision was made to take Birdshot over Kilo, I believe
it is better for us to have a map that has room to grow and an active
creator. As much as I was personally a Kilo enjoyer, the map has
consistently proven to be problematic for new code additions due to its
scale, and it receives little maintenance outside of the bare essentials
as a result. With all this in mind, it comes out as the obvious choice
for removal in this case. Of course, nothing stops it from coming back
in future if any of the above changes.
## Why It's Good For The Game
TL:DR: In order to keep the maintenance budget down, we need to remove a
map for the sake of new blood, and in this case Kilo was the simplest
choice.
## Changelog
🆑
del: Kilostation has went back to its home planet. It served us
faithfully for nearly 3 and a half years. May it rest in peace.
/🆑
---------
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
## About The Pull Request
A re-open of https://github.com/tgstation/tgstation/pull/66326 with
Fikou's permission
Adds the style meter, it can be bought from the mining vendor for 1500
points, it is an attachment to your glasses.
The style meter creates a display on your hud, with your recent actions,
like attacking enemies, killing them, mining ore etc. Actions like
spinning or flipping increase your score multiplier, making you get more
points.
Your style meter affects how much ore you get from mining rocks. By
default with the meter, you get 20% less ore, but at the highest, you
can get 1.2x the ore from mining. In addition, on B-tier or above, you
can "hotswap" items, by attacking an item in your backpack with one in
your hand (should it fit and all that). Also features a leaderboard for
highest style point count!
New streamable: https://streamable.com/eewi6l
The following are sources of points:
- Killing things
- Killing big things
- Killing small things
- Punching things
- Melee'ing things
- Mining rocks and ores
- Having matrix traps detonate
- Hit, defuse, and detonate gibtonite
- Detonate crusher marks
- Scan geysers
- Parry projectiles (others or your own)
Oh, right. While wearing the style meter, you're able to parry any
lavaland-based projectile by clicking on it or the tile it is on, which
reflects it back in a 7 degree arc, making it 20% faster and 15% more
damaging. Usually not very easy.
Maybe-plan in the future for some syndicate variant of this (with bullet
parrying and appropriate style sources, etc.), but not for this PR
Thanks to Arcane, multitooling the style meter will make it play some
sounds on rank-up.

https://streamable.com/nheaky
Parrying in action
## Why It's Good For The Game
Makes miners bring more ore in a fun way.
## Changelog
🆑 Fikou, Zonespace, Arcane for voicing
add: The mining vendor now has a style meter. This meter gauges your
style points and uses them to improve your ore yield.
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
## About The Pull Request
Generally cleans up code on both components.
Moves burn proc back to /obj level, I'm not sure why I moved it to /atom
level, it was unnecessary.
Acid component generalized so it can be used on any atom that uses
atom_integrity.
Fixes a bug where objects that stopped burning didn't update their burn
overlay properly due to bad removal logic and leftover code.
Standardizes examine messages on burning items by just slapping an
examine signal registration on the component.
Adds fire particles to items thanks to Lemon's PR:
https://github.com/tgstation/tgstation/pull/74524
## Why It's Good For The Game
Particles look cool


Bugfixes are good
Code improvements are good
## Changelog
🆑
add: Burning items now get (small) smoke particles. Sick.
fix: Burning objects now clear their burning overlay properly.
qol: Examining burning objects will always tell you that they are
burning.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Adds an override for `attack_robot()` on reflectors, which is called
when a borg clicks on an object with no tool selected. Only allows
rotating if the borg is adjacent to the reflector.
## Why It's Good For The Game
This was an undocumented change of #74800, and I assume unintended. In
any case, the inability to adjust reflectors somewhat restricts engineer
borgs' ability to engineer.
## Changelog
🆑
fix: Restores ability for borgs to adjust reflector angles. This is now
a left-click with nothing selected, similar to humans' left-click with
an empty hand.
/🆑
## About The Pull Request
This whole PR started because I realized that baseball bats are not
actually flammable which I found weird, then I looked at a whole bunch
of other stuff that really should be flammable but also isn't.
## Why It's Good For The Game
Makes wooden objects behave slightly more consistently? Honestly, most
of these seem like oversights to me.
## Changelog
🆑
balance: The following structures are now flammable: Picture frame,
fermenting barrel, drying rack, sandals, painting frames, paintings,
spirit board, notice board, dresser, displaycase chassis, wooden
barricade
balance: The following items are now flammable: Baseball bat, rolling
pin, mortar, coffee condiments display, sandals, wooden hatchet, gohei,
popsicle stick, rifle stock
/🆑
## About The Pull Request
I realized while working on another project, that the rolling table does
not play the rolling sound when it's moved. Absolutely criminal. I took
it upon myself to right this wrong. And not just because it will go
great with said project I'm working on. I swear.
## Why It's Good For The Game
Makes the visuals of the table moving work with the audio of the table
moving, instead of wondering due to the rarity of the rolling table
'Huh, is the table bugged?' if they haven't noticed the table name.
## Changelog
🆑
fix: The rolling table actually plays the rolling sound, as the lord
intended.
/🆑
## About The Pull Request
0426f7ddba/code/game/objects/items/stacks/stack.dm (L449)
Ok, but can we not?
This PR refactors sheet crafting to generalize all the cases that were
previously locked behind grille/window type checks and such. In their
stead there are bitflags that can be set to achieve certain behaviors.
All the behavior from before should be preserved, but now it can be
extended to other items. E.g. if you want a railing that can be crafted
underneath directional windows, or an item that behaves like a grille
does--it's just a matter of setting the right obj_flags for it now.
This makes it very simple and painless to add new recipes that use
directional crafting! It's all modular now.
<details><summary>Details</summary>
---
### What I've done:
-Eliminated all the type checks, instead it will now be handled by
object flags and recipe vars, making for a much more configurable
system.
-Added two new obj_flags: `BLOCKS_CONSTRUCTION_DIR` and
`IGNORE_DENSITY`.
-Additionally, I renamed the existing flag `NO_BUILD` to
`BLOCKS_CONSTRUCTION`.
-Changes the proc `valid_window_location` to `valid_build_direction`,
and makes it work for things other than windows.
-Removed a deprecated `window_checks` var from the stack_recipe datum.
-Added three more vars to the stack_recipe datum: `check_direction` and
`check_density`, `is_fulltile`
-Decoupled `on_solid_ground` from the object density check. Now you can
set those separately, allowing you to make recipes that forbid/allow
building things over other things while in space.
---
### What the new flags do:
`BLOCKS_CONSTRUCTION` works as before---prevents objects from being
built on the object. I felt that the previous name was not descriptive
enough, you should know exactly what it does just from looking at the
name.
_example: dna scanner_
`BLOCKS_CONSTRUCTION_DIR` -- setting this on an object will prevent
objects from being built on it when their directions are the same.
_example: directional windows, windoors, railings_
`IGNORE_DENSITY` -- setting this on an object will cause its density to
be ignored when performing the construction density check. This could
have other potential uses as well in the future.
_example: grilles, directional windows, tables_
These three flags cover all the bases for the types of items that are
currently craftable, so there is no more need for any type checking or
weird snowflake window checks. Simply set the appropriate flag and it'll
work as you would expect.
---
### What the recipe vars do:
`check_direction` tells the recipe to check if there's something in that
direction with the `BLOCKS_CONSTRUCTION_DIR` flag set.
`check_density` tells the recipe to run the density check when set. This
is true by default. There are very few items in the game that currently
have this set to false--namely grilles. Setting this to false will make
it so that the object can be constructed regardless of what is in that
tile (unless `one_per_turf` is also set, which will make it so that you
can't craft the same thing twice in the same turf).
`is_fulltile` is used for fulltile windows, but it doesn't necessarily
have to be--you can give this to any recipe and it will adopt the same
properties as that of the fulltile window. Basically they have a special
case where they shouldn't be able to be built over directional
constructions, where normally things would be able to be. Setting this
makes check_direction true as well.
---
### In summary:
Sheet crafting still works just as it did before. But the backend of it
has gotten a glow up and will be able to more easily support new
behaviors.
</details>
## Why It's Good For The Game
This makes the crafting system much more flexible to add recipes to, and
will prevent bad code practices of stacking more conditionals down the
line whenever someone wants to add an item that behaves like grilles or
directional windows in how they are constructed.
It had to be done. Those window checks were a mess.
## Changelog
🆑
qol: added fifty stack versions of remaining glass sheet stacks for ease
of debugging
refactor: refactored sheet crafting to better support directional
constructions that aren't windows
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
Legally endorsed nightcode 👍
## About The Pull Request
When 2 plants are adjacent to each other, they will begin to
cross-pollenate, sharing their potency, instability, and yield values
between the two. This has been in the game since #50001 , however we
never added a more clear visual tell that cross-pollenation exists.
Thanks to the magic of *barticles*, now you can!

_pictured: wheat and tomatoes pollenating_
Adds a simple particle effect, largely lifted from bonfires, that
indicates that two plants are sharing stats at minimum.
## Why It's Good For The Game
Following discussion from #74621, it was decided we needed and preferred
a more visual cue to the mechanic. As a general point I think that's a
longer term fix to the issue, and this adds more visual clarity to an
otherwise arcane mechanic (heh).
Looking for feedback on how to improve the look of the particles but for
fast nightcode I think I did okay for a first try
## Changelog
🆑
imageadd: Hydroponics trays now have pollen particles that they generate
when they share stats and chems. Non-allergenic!
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Gives lockers screentips, more balloon alerts, and examine hints to make
interactions more obvious.
## Why It's Good For The Game
Quality of life is good.
## Changelog
🆑
qol: Add contextual screentips, balloon alerts, and examine hints to
lockers
/🆑
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
Closes https://github.com/tgstation/tgstation/issues/74564.
You can now uproot plants with any item that has TOOL_SHOVEL flag
instead of just item/shovel. So you can use trench tool for this
purpose.
And the same with digging out plants. It was originally limited to just
spade shovel, which is rather strange considering that there is bone
shovel recipe and one of it's ingridients is spade.
Changed icon of omnitool's shovel because spade won't be the only shovel
used for uprooting plants.
Also removed a bunch of code and it didn't affect anything in my tests
so I'm assuming it was unused and completely useless.
Maybe i'm not right and it affects something tho.
## Why It's Good For The Game
Trench tool can be used as a normal shovel.
## Changelog
🆑
fix: You can now uproot and dig out plants with any shovel and not just
spade.
/🆑