## About The Pull Request
`held_item` isn't guaranteed to exist, and `valid_ingredient` does no
null-checking, as it doesn't expect it to be passed a null item
Fixes it with a null check in the screentip
## Why It's Good For The Game
More minor runtimes
## Changelog
🆑 Melbert
fix: Fixed a runtime from hovering over stuff like bread with an empty
hand.
/🆑
## About The Pull Request
RegisterSignal no longer takes lists, so these needed to be updated
The element passed an empty list to the component (caused a runtime but
not one you'd expect) and also registered a list to SSdcs incorrectly
Very cool
## About The Pull Request
### Moves speaking verbs to tongues + subtypes
Moves species say mod onto tongues, creates any tongues that didn't
exist for the say mods they needed to hold.
### moves wing sprites to wing subtypes
Moves the logic of selecting a wing sprite onto subtypes of /functional
on the wing type. Now, angel wings bring the holy trait with them, it
isn't a special check on flight potions, and we can expand it. (EMPs
taking down robowings? Fires burning megamoth wings? Cool stuff)
### bodypart damage examines to limbs
Instead of checking what your species says, it tallies up your limbs and
provides the damage description that matches most of your limbs. So for
example, If you're mostly human with one augmented part, you take
bruises and cuts. If you're mostly robot augmented with one human part,
you get robot damage descriptions. Yay!
### fixes sign language working without a tongue
Having no tongue would garble your speech, and this had no interaction
with sign language, so you'd be speaking in broken gurgling with
perfectly working hands. Now, the sign language component prevents any
kind of garbling, since it brings its own garbling for full/missing arms

## Why It's Good For The Game
Moving things off of species inherent makes the game expose way more
interesting mechanics to play with. It sucks that you can't steal a
jellyperson's chirping, since they can get a normal tongue and they'll
go back to... chirping! LAME! THAT IS LAME!
Ditto goes for wings, and for limbs, well, having someone be entirely
augmented but get descriptions of bleeding because they didn't spawn as
an android is kinda lame.
<details>
<summary>Spoiler warning</summary>

</details>
## Changelog
🆑
refactor: Refactored wings, tongues, and some examine messages,
hopefully with minimal effect on actual changes. A few more species have
tongues, angel wings bring the holy trait with them, and wings have new
descriptions. should be the biggest parts of it
/🆑
## About The Pull Request
**Comes with an UpdatePaths!**
Removes the tablet subtype, PDAs now replaces them entirely.
Nukie and Silicon tablets are now subtypes of the PDA instead, while
contractor ones were removed entirely as they didn't do anything and
were unused (though it wouldn't be hard to re-add).
Nukie PDAs are now the only type of PDA that uses modular_tablets.dmi,
which is just larger icons of modular_pda. Each application requires an
icon state in both of these, for 2 different sizes, which makes it
annoying to make new applications, especially if it can also run on
computers/laptops.
### Icons
Because Silicon tablets are now a subtype of PDA, they use PDA icons
instead of tablet ones. Luckily for us, they already exist in code.

AI's don't use a tablet icon though, so they aren't affected.
## Why It's Good For The Game
There's very little difference between tablets and PDAs, PDAs overshadow
them in every single way, so at this point I don't see why we should
have both of these, and if you compare the two in usefulness and actual
in-game use by players, it's a no-brainer than the item all players get
roundstart and comes with a messenger should be the one we go with.
Also as said in the about section, when making an app you would need to
make icon states for the program running for all hardware it can run on,
which is Computer, Laptop, PDA, and Tablet.
Laptop is just a smaller computer icon
PDA is just a smaller tablet icon
However, you can't simply shrink the size of the icon, instead you have
to completely resprite the same app icon FOUR TIMES for it to not
bluescreen on all these different devices.
<details>
<summary>
Here's examples of it
</summary>
Computer (NOTE: *They share the same icon file as regular computers*)
<img
src="https://user-images.githubusercontent.com/53777086/203876801-486a8054-489a-4983-bdad-a2599b4dc379.png"/>
Laptop
<img
src="https://user-images.githubusercontent.com/53777086/203876333-58e5d135-f4c6-4a02-8948-1df771e294a4.png"/>
Tablet
<img
src="https://user-images.githubusercontent.com/53777086/203876352-816c7fb1-c681-40b9-99e0-052f49632c7f.png"/>
PDA
<img
src="https://user-images.githubusercontent.com/53777086/203876358-1cf7253d-3c6a-456a-8133-ebf7f0351637.png"/>
</details>
If we wish to help in simplifying this, we should remove tablet icons
entirely, which means 1 less icon to worry about. To do this, we'd need
to resprite nukie PDAs, however I am very much not a spriter and never
tried GAGS, so I'll leave it to someone else to do.
## Changelog
🆑
del: Tablets are now removed, PDAs are now the base 'tablet'. Silicon
and nukie tablets are now PDAs.
/🆑
## About The Pull Request
Here's the changes to custom food:
- Can now accept grenades
- If you add something larger than the custom food, the custom food
becomes that size
- Biting down on food with grenades in them triggers the grenades
## Why It's Good For The Game
We're trying so hard to remove getting around this whole bombger thing
but wait it's actually based as hell. Why don't we just cut the fat of
what doesn't work (getting around sanity checks with deep frying) and
legitimize what does?
## Changelog
🆑
add: You can add grenades to food
add: Grenades explode when accidentally bitten into
balance: Adding something large to custom food will make it, too, also
large
/🆑
## About The Pull Request
Adds baking and grilling results to the blackbox. Microwaved and crafted
foods were being logged here, but the logging messages were lost when we
got the grilling and baking components.
## Why It's Good For The Game
More food logging yeehaw
## Changelog
No player-facing changes
Co-authored-by: tattle <article.disaster@gmail.com>
## About The Pull Request
Refactors deepfrying, removing the gross Deep Fried Foods Holder Object
and replacing it with the edible component.
Now, deep frying a food will simply make the item edible directly. This
means it's still functional and doesn't become a dead item.
This follows the same method that grilling uses when applying its
effects. Tweaks grilling a bit so they line up better. Also, silver
foods can make grilled items.

I swear this is unrelated to the other 2 fried foods related PRs. I
started this a few weeks ago.
## Why It's Good For The Game
Tangibly better code (doesn't have to copy a million vars! Less
abusable!) at the price of removing a soulful piece of code. Also means
that deep frying an item doesn't irreversibly make it unusable / dead.
This is sad, but... damn the holder object sucks.
Unfortunate side effect is that anything that overrides `attack` to not
send signal will *not* be edible when deepfried. Maybe this encourages
better signal use?
Either that or fried foods can override `pre_attack` to hook directly
into eating. I can do that as well.
## Changelog
🆑 Melbert
refactor: Refactored deep fried foods. Deep fried foods are still
""usable"" as their normal item, but are just edible.
qol: Silver Slime stuff can spawn grilled as well as fried.
/🆑
## About The Pull Request
It was bugging me how catwalks would just be stuck rendering on the game
plane in order to be above the pipes and all the other underfloor
objects, because it meant that they stood out due to being affected by
ambient occlusion.
So I decided to change that, and the best change I could come up with,
was to refactor the logic of `/datum/element/undertile` in order to
actually allow us to do exactly what we wanted by having three different
states of underfloor visibility, which in turn allowed me to slap
everything that wasn't accessible on the floor plane rather than
whatever plane they were on, effectively making it so catwalk tiles
wouldn't need to be on the game plane anymore. :)
Also fixes https://github.com/tgstation/tgstation/issues/63590 while I'm
at it :)
## Why It's Good For The Game
Seeing ambient occlusion on catwalks make them stand out in a jarring
way, now that won't be the case anymore!
Now, instead, you get something like this, which _absolutely_ looks like
it fits in!

## Changelog
🆑 GoldenAlpharex
refactor: Refactored the way the undertile component works, to allow it
to have a bit more granularity as to when it's meant to be covered, but
still visible, like for catwalks!
fix: Catwalks no longer are affected by ambient occlusion, and now
properly feel like actual floor tiles.
/🆑
## About The Pull Request
Finishes #66471
At burden level nine (or through a deadly genetic breakdown), you now
turn into a psyker.
This splits your skull in half and transforms it into a weird fleshy
mass. You become blind, but your skull is perfectly suited for sending
out psychic waves. You get potent psy abilities.
First one is brainwave echolocation, inspired by Gehennites (but not as
laggy).
Secondly, you get the ability of Psychic Walls, which act similarly to
wizard ones, but last shorter, and cause projectiles to ricochet off
them.
Thirdly, you get a projectile boost ability, this temporarily lets you
fire guns twice as fast and gives them homing to the target you clicked.
Lastly, you get the ability of psychic projection. This terrifies the
victim, fucking their screen up and causing them to rapidfire any gun
they have in their general direction (they'll probably miss you)
With most of the abilities being based around guns, a burden level nine
chaplain now gets a new rite, Transmogrify. This lets them turn their
null rod into a 5-shot 18 damage .77 revolver. The revolver possesses a
weaker version of antimagic (protects against mind and unholy spells,
but not wizard/cult ones). It is reloaded by a prayer action (can also
only be performed by a max burdened person).
General Video: https://streamable.com/w3kkrk
Psychic Projection Video: https://streamable.com/4ibu7o

## Why It's Good For The Game
Rewards the burdened chaplain with some pretty cool stuff for going
through hell like losing half his limbs, cause the current psychics dont
cut it as much as probably necessary, adds echolocation which can be
used for neat stuff in the future (bat organs for DNA infuser for
example).
## Changelog
🆑 Fikou, sprites from Halcyon, some old code from Basilman and
Armhulen.
refactor: Honorbound and Burdened mutations are brain traumas now.
add: Psykers. Become a psyker through the path of the burdened, or a
genetic breakdown.
add: Echolocation Component.
/🆑
Co-authored-by: tralezab <spamqetuo2@gmail.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Previously hitting a sheep with any item which was not "a razor" or
"some grass" would have no effect whatsoever.
Now hitting a sheep with a sword, axe, toolbox, or implement of your
choice will hurt it.
If you do this a sufficient number of times (more than you might expect)
the sheep will expire.
## About The Pull Request
Adds a new parameter to the seethrough component for if it should allow
clickthrough when transparent (true by default), and sets it to false on
the necropolis gate.
## Why It's Good For The Game
Fixes#71471
Ashwalkers can't even leave their own base right now because it's
impossible for them to open the door from inside.
## Changelog
🆑
fix: Fixed being unable to open the necropolis gate when standing behind
it
/🆑
## About The Pull Request
It's kinda hacky, but it is nearly the same as just rendering one z
layer.
We allow people to ENTIRELY REMOVE most plane masters from their screen.
This has the side effect of disabling most visual effects (AO is a big
one) which saves a LOT of gpu.
We rely on planes being essentially layers to ensure things render in
the proper order. (outside of some hackyness required to make parallax
work)
I've kept parallax and lighting enabled, so visuals will still look
better then multiz pre plane cube.
It does also mean that things like FOV don't work, but honestly they
didn't work PRE plane cube, and FOV's implementation makes me mad so I
have a hard time caring.
Reduces gpu usage on my machine on tram from 47% to 32%, just above the
27% I get on meta.
I'm happy with this.
Oh also turns out the parallaxing had almost no cost. Need to remove it
as a side effect of what I'm doing but if I could keep it I would.
There's still room for in between performance options, like disabling
things like AO on lower z layers, but I didn't expect it to make a huge
impact, so I left things as is
Also fixes a bug with paper bins not respecting z layer. It came up in
testing and annoyed me
## Why It's Good For The Game
Ensures we can make multiz maps without running into client performance
issues, allows users to customize performance and visual quality.
## Changelog
🆑
add: Adds a new rendering option to the gameplay preferences. You can
now limit the rendering intensity of multiz levels. This will make
things look a bit worse, but run a LOT better. Try it out if your
machine chokes on icebox or somethin.
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Third atomisation of #71421
I'll stop there until these three are dealt with, before opening more.
This PR extracts all of the behaviour on Cayenne which let her be a
pseudo-nuclear-operative into a component which can be used by any mob
to give it the capabilities of a nuclear operative.
https://user-images.githubusercontent.com/7483112/203334848-57a6c38d-2e4f-406d-9b49-8106d31b7930.mp4
I recorded this in a way which did not pick up the UI popups so imagine
the strip and numeral entry windows yourself.
Nuclear bomb operators can:
- Strip people.
- Pick up the disk.
- Put down the disk.
- Insert the disk into the bomb.
- Activate the bomb.
## Why It's Good For The Game
Moves code from being specific to one mob to generic to any mob.
I am not sure we'll make a lot of mobs which attach this on initialise,
but I am sure admins will have fun with it.
## Changelog
🆑
refactor: Cayenne's ability to participate in Nuclear Operations is now
a component which any mob can use.
/🆑
## About The Pull Request
Straightforward follow up to doing this to processable.dm, adding
screentips to a basic cooking thing so that there's never confusion
about what is and isn't a valid ingredient for a specific food. Also
changes some to_chat stuff into balloon alerts.



As part of this, customizable food now calculates the valid ingredients
in its own variable, which means that if anyone wants to change how
valid ingredients work separately from the other parts of how this datum
works.
I'm unsure of the wording for the tip, i think that having it just be
"add" works but it doesn't hurt to start with the possibly unnecessarily
specific "add [item you are holding]"
## Why It's Good For The Game
Adding in screentips as parts of modules like this is good and I like
balloon alerts more than to_chats for really small and fast "you cant do
that!" type stuff.
## Changelog
🆑
qol: added screentips to customizable food
qol: added more balloon alerts to custommizable food
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
This PR fixes#70716 by having flypeople ingest vomited reagents into
their stomach instead of directly modifying nutrition. To accomplish
this, flypeople no longer vomit their entire stomach contents every life
tick, which also fixes them vomiting immediately on spawn. Instead they
vomit only after taking bites of food.
Since flypeople aren't currently metabolizing food the same way as other
species there's a huge discrepancy in nutrition gained from food. For
example, a human gets 37 nutrition from a slice of pizza and 270
nutrition from a whole margherita pizza, but a flyperson only gets 10
and 70 respectively, meaning they'd need to eat 4 entire margherita
pizzas and slurp up the vomit to go from total starvation to being
satiated again. With this change flypeople get ~190 nutrition from a
whole margherita pizza.
## Why It's Good For The Game
Makes it easier for flypeople to stay satiated without having to consume
mass amounts of food. Also makes it easier and more predictable to deal
with flyperson interactions with other reagents getting in their stomach
- for example, currently taking a happy pill causes flypeople to vomit
due to the sugar.
## Changelog
🆑
fix: Flypeople gain a comparable amount of nutrients from vomited food
to other species (~70%, up from ~30%)
fix: Flypeople no longer vomit after drinking fluids
fix: Flypeople no longer vomit all contents of their stomach on spawn
code: Stomachs can now react to foods entering them by overriding the
`after_eat` proc
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
<details>
<summary>Video</summary>
https://user-images.githubusercontent.com/7483112/203324325-5bf46e0f-b294-4832-9016-aec275036ca9.mp4
</details>
Adds a "Regenerator" component, applies it to carp, and removes the
previous implementation from megacarp.
The function of this component is that any time you take damage a timer
is reset, when that timer expires you will begin regenerating health and
display an animated border for visual feedback.
This was previously a function of mega carp but was extremely obscure
because there was _no_ feedback, so it would only be visible that it was
happening if you were wearing a medical hud.
Additionally because mega carp will pursue a target until it dies you
probably wouldn't notice it even then, it had to survive a fight in
order to gain any value from this.
This will still be true for all carp until AI changes are pushed, so
until then this isn't going to do very much for NPCs but might be a
small buff to player controlled carp (though those can all retreat to a
carp rift for a similar effect).
This also modifies a few "defence" procs which were either directly
setting HP or neglecting to call signals from a base proc, as they would
bypass triggering the effect. This should make them more reliable for
other things which rely on those signals too.
## Why It's Good For The Game
Gives an iconic creature some more unique behaviour than "moves directly
towards you and bites".
Gives visual feedback to some behaviour which has existed invisibly for
a long time.
## Changelog
🆑
add: All Space Carp will now start regenerating health after 6 seconds
of not taking any damage, until they're back to full health. This
behaviour was previously unique to mega carp.
/🆑
## About The Pull Request
I wanted to try and implement an easier way for people to fish out
corpses from chasms, as I heard many tales of people trying to fish
others out of chasms and it taking over one IRL hour, with some cases
where it would take over two hours. Obviously, that's not really
interesting gameplay, and it doesn't really give people an incentive to
fish, it just turns it into an annoyance that people won't want to do
for fun. Now, we don't want that, do we?
As such, I've created the rescue hook, a special fishing hook that can
only be used in chasms (as that's currently the only place you can find
people into), which will only be able to fish out duds, skeleton
corpses, any mob that's fallen into a chasm and hasn't been rescued yet,
or rarely, a hostile monster lurking below. It has, at the time of
writing this, a weight of 5 (50 without bait, lower with bait) for duds
and a weight of 30 for chasm detritus, which themselves have a 50%
chance to be a random skeleton corpse, or a lobstrosity, and the
remaining 50% chance of fishing out a mob that's fallen into a chasm.
I'm open to tweaking these values if we think it's too easy or too hard,
but it's still a rather expensive item, so I'd consider it quite fine
the way it is myself, as it's still not risk-free.
It's currently only obtainable through buying it from cargo in the
goodies section, at a default price of 600 credits (making it
SIGNIFICANTLY more expensive than the rest of the fishing content, and
making it something that assistants will have to put some elbow grease
into if they want to be able to afford it).
As it stands currently, it can't be used to recover the fallen's
belongings that weren't on their person (i.e., their crusher if they
were holding it in hands), ~*but* I'm down to make that easier to fish
out using, for instance, the magnet hook, while also making it
incompatible with fishing out bodies, which would make it a nice way to
recover those lost items without spending over an hour fishing for them,
if that's something that maintainers would want.~ Maintainers did want
it, and as such...
The Magnetic hook is now the go-to hook to retrieve objects from chasms!
Not only does it inherently do a much better job at fishing out
non-fishes, it also has a lesser chance of retrieving random junk from
chasms, and an even lower chance of fishing out lobstrosities!
I also improved the code for the fishing weights calculation so that the
hooks and the rods can have an effect on the odds of certain types of
rewards more easily, with the option of offloading a more of what's
currently being calculated on `fishing_challenge` over on the rods or
even the hooks themselves.
I finished by fixing a handful of capitalization and punctuation issues
in various fishing items, as that bugged me when I was testing my
changes.
## Why It's Good For The Game
Corpses being recoverable from chasms was a great idea, however making
it so people would have to sink a major portion of their shift for a
chance at recovering a corpse doesn't create a particularly interesting
gameplay loop. However, being able to spend your hard-earned funds in
order to streamline that process without really being able to use that
to cheese other mechanics sounds like a great deal to me.
## Changelog
🆑 GoldenAlpharex
add: Added a Rescue Hook, that will allow the fishing rod it's attached
onto to become a lot more proficient at recovering corpses from chasms,
at the expense of making it unusable for more traditional fishing. It
isn't entirely lobstrosity-proof, however...
balance: The magnetic hook can no longer fish out corpses from chasms,
but will fish out items much more efficiently than any other hooks,
while also being much less attractive to lobstrosities. Some still fall
for it regardless, however.
spellcheck: Fixed the capitalization and punctuation in the description
of multiple fishing accessories.
code: Improved the code for fishing weights, to allow for different
hooks to have some more noticeable results on the weights without having
to add to an already massive proc.
/🆑
## About The Pull Request
OpenDream (@Altoids1 specifically) discovered that BYOND will not throw
an unused variable warning if its type doesn't exist. So this removes
those from TG.
Co-authored-by: ike709 <ike709@github.com>
## About The Pull Request
Soft revert of #71224 , Fixes#71222
Fixes an exploit involving attachment of multiple igniters to one
assembly.
- Multiple igniters or condensers can no longer be attached to the same
assembly holder
- Assembly holders have a limit of 12 assemblies maximum
- I'm not sure if this is too low or limited, I picked it arbitrarily.
Please inform me if it could be upped a smidge.
- This lag exploit was born because of limitless assembly holders, which
is a little silly even with the exploit aside. All that uncapped holders
can bring are exploits or bugs, which I feel confident limited can
prevent. What use is there even for having so many?
- Cleans up / refactors some aspects of assemblies and assembly holders.
- Assemblies had a weird wire type flag that was only ever used by
signallers, but also used wrong by signallers. I did some scanning of
the code and realized that ... a lot of this was just straight up
unused, and not even assigned anywhere.
- Now, there is a flag assembly flag var, which everything is read off
of. Tested it and still seemed to all work fine.
## Why It's Good For The Game
Lag exploits are bad.
## Changelog
🆑 Melbert
fix: Fixed an exploit involving igniters attached to themselves.
Assembly holders are now limited to 12 assemblies maximum, and you
cannot attach multiple igniters to the same assembly.
refactor: Refactored some assembly jank, namely in how they pulse and
are pulsed.
/🆑
So i left over some basic `/whatever/proc/format` uses in the original
PR this fixes it.
Notable exceptions to the rule:
- Paths in add_verb/remove_verb, we need full path instead of a name
there to access verb metadata so we can't use proc ref macros there.
- regex.Replace, found out that it does not accept call by name. Instead
i added new REGEX_REPLACE_HANDLER so we can at least try to mark these.
There's still leftover global procs that do not use GLOBAL_PROC_REF but
they functionally equivalent so that's for later.
I don't see any reasonable way to grep for this. But if you got any
ideas please share.
- Makes QDELETED use isnull(x) instead of !x, giving about 0.2 to 0.25s
of speed.
- Make disposal constructs only update icon state rather than go through
expensive overlay code. Unfortunately did not have much effect, but is
something they should've been doing nonetheless.
- Makes RegisterSignal only take signals directly as opposed to
allocating a fresh list of signals. Very few consumers actually used
this and it costs about 0.4s. Also I think this is just a bad API anyway
and that separate procs are important
`\bRegisterSignal\((.*)list\(` replaced with `RegisterSignals($1list(`
## About The Pull Request
This pull request adds logging and flags the start of the supermatter
from environmental starts. It also makes the log generation and started
flag flipping a proc. This means that atmospheric starts are now logged
(co2, o2, trit, etc), and so is touching/running into the SM.
[Dreamseeker
9Gkzvyfwdp-1.webm](https://user-images.githubusercontent.com/77420409/195494711-d9295b23-3ec3-447e-b255-fd14454bab5c.webm)
## Why It's Good For The Game
Just a tad more log clarity when you go to investigate. Allows
accidental/intentional/grief starts to be diagnosed easier.
## About The Pull Request
Meteorslug shells fire effectively mini cannonballs. They're not as
strong, but they tear through everything they shoot, including walls and
airlocks. They're not as lethal as the real deal or go nearly as far
(range of 7, not even a screens length), but they are still pretty
destructive. They don't fling people, but they could potentially barrel
over several people, which I think is a good trade-off.
Meteorslugs need gunpowder (for a bigger shot) and rum (yarr) to
construct.
## Why It's Good For The Game
Only through sleep deprivation do I get such diabolical ideas.
Also, the original functionality wasn't very interesting except for
like, maybe a few niche silly things, but the real value was using them
to get into places. This version still definitely does that. But it's
_cooler_.
(The object displacement was pretty jank and I think this accomplishes a
very similar effect without actively harming why people would look to
use meteorslugs)
## Changelog
🆑
balance: Meteorslugs are now miniature cannonballs. They also need more
gunpowder and rum to be constructed.
/🆑
## About The Pull Request
### Revamped the biogenerator UI:
https://user-images.githubusercontent.com/3625094/200973283-b703f21b-c747-493e-98d9-043eef86d410.mp4
### Changed biogenerator icon to use layers and see the biomass level:
https://user-images.githubusercontent.com/3625094/201396065-caeaa412-6676-46f6-875e-efa2dca34985.mp4
### Biogenerator rebalance:
- Now you don't need the beaker to print solid products.
- Biogenerator now accepts all food, not just plants.
- Biogenerator now treats all nutriment subtypes as nutriments, so
vitamins and proteins also turn into biomass.
- Biomass now has the same units as other reagents (you get 5 biomass
from 5 nutrient with tier 1 parts).
- Doubled the cost of all items and reagents. (biomass generation
reduced by 10 and prices - by 5)
- Chemicals output amounts are now in units and you can select how much
you want to output exactly. It will not let you specify more than the
size of container or above 50 units with one button click.
- Reduced the amount of stored items and introduced a limit to the
biomass, both tied to the matter bin tier.
### Recipes changes:
Made biogenerator more dumb by moving the clothing out from the
biogenerator designs, and extending leather recipes instead.
The biogenerator is a grinder/recycler style machine so it doesn't make
sense that it outputs clothing.
Also you need to make leather to craft the toolbelt, while you can't do
the same to craft job-specific belts.
Now you can print leather in biogenerator and craft the leather clothing
by using the leather in-hand.
And the rice hat is now crafted from bamboo, instead of biogenerator.
Also added paper to the biogenerator recipes as it makes stuff from
cellulose and barely anyone knows that you can craft paper from 1 log
and 50 water. And paper is needed in large quantities to craft some
items, like paper frames.
And it doesn't output a pack of rolling paper. It's dumb now. It prints
the rolling paper sheets instead.
## Why It's Good For The Game
Biogenerator had terrible UX and backend logic. I didn't improve much on
BE though, but now it should be less frustrating to use.
Also I hate how biogenerator is superior to all other means of obtaining
its products. It doesn't make sense to grow and grind wheat, for
instance, when you can just throw shit into biogenerator and get the
flour fast. And the costs are ridiculous - you can get a couple of
bottles of fertilizers just from one medium potato.
It honestly begs for more nerfing, at least to make the nutriment -
chemicals exchange rate 1:1.
The reason for the biomass cap is because people use it as a sink for
veggies and generate infinite biomass. Maybe the limit will make them
care more about the part upgrade and offload some of the veggies to the
fridge for the Cook.
Also it was weird that biogenerator could tailor some things, while
others have to be crafted in-hand. Now you can print leather and craft
all types of belts and leather clothing.
## Changelog
🆑
refactor: biogenerator UI revamped
qol: biogenerator no longer requires beaker for materials, monkey cubes
and nori
balance: biogenerator accepts all food, not just plants
balance: biogenerator treats all nutriment subtypes as nutriments
(vitamins, protein, etc.)
balance: biogenerator product prices doubled
balance: biogenerator biomass storage is limited depending on the level
of matter bins
balance: cowboy boots recipe moved from crafting to leather recipes
balance: leather clothing & belt recipes moved from biogenerator to
leather recipes
balance: rice hat recipe moved from biogenerator to bamboo recipes
balance: biogenerator now outputs rolling paper sheets instead of a pack
add: biogenerator can now print paper
imageadd: biogenerator icons now use overlays, have emissive layer and
indicate the biomass volume
/🆑
Similar vein to #37116
This is supposed to be standard, yet here we are.
SHOULDN'T change anything, but there's likely something out there that's
bound to behave different because of it.
These were done manually, regex to find things that MIGHT need to be
corrected;
`^#define.+\+((?!\)).)*$`
`^#define.+-((?!\)).)*$`
`^#define.+\*((?!\)).)*$`
`^#define.+\/((?!\)).)*$` (yeah that's a lot of stuff.)
`^#define.+%((?!\)).)*$`
`^#define.+SECONDS((?!\)).)*$`
`^#define.+MINUTES((?!\)).)*$`
## About The Pull Request
Traits should never use a hard reference as their trait source, if you
want to use a "reference" to a datum use `REF()` instead, or it will
cause hard deletes
Also renamed some traits which didn't use the "standard" scheme, because
I saw it while regexing
## Why It's Good For The Game
- Prevents some hard deletes
- Uses a less confusing naming scheme
## Changelog
Not necessary
## About The Pull Request
This is a hot-fix for PR #71265
In PR #71265 there was a minor oversight, which caused a bug. The bug
occurred when the Mute and Signer traits were added out-of-order, and
the mob would be totally unable to talk. The bug was introduced
accidentally when a late-change was added to the PR to have the
component add an Action. The Action was responsible for toggling-on sign
language if the mob was mute, but in this case was doing so before the
neccesary signals were registered.
This PR fixes the bug by moving the Action's Grant call to after
necessary signals.
## Why It's Good For The Game
Due to my oversight and some last-minute changes from maintainers, some
people who spawn with Mute and Signer will be totally unable to
communicate. This PR fixes the bug, which I noticed affects downstreams
more than TG for some reason.
## Changelog
🆑 A.C.M.O.
fix: Fixed a bug that caused the Signer quirk to stop working as
expected when used with the Mute quirk.
/🆑
## About The Pull Request
* Changes a lot of things about surgeries to hopefully bring it up to
more modern code standards.
* Removes a ton of single-letter vars used in checking surgeries on
people.
* Makes use of continue/break in for() loops.
* Properly documents the vars on surgeries
* Turns 'ignore clothes', 'self operating', 'lying required', 'require
limb' and 'require real limb' from vars into surgery flags
* Removes a lot re-defines of target_mobtype being set to human, as
that's the base anyways.
* Also tries to organize the vars on each surgery a bit.
* Makes the surgery initiator hopefully a little bit more sane
* Removes the surgery's can_cancel and stomach pump's
accumulated_experience vars, as they were entirely unused.
## Why It's Good For The Game
I looked at surgery code and couldn't stand it, this is hopefully
helping bring it to something we can stand.
This however doesn't touch the individual surgery steps.
## Changelog
im exhausted i don't know if this has in-game effects
## About The Pull Request
This PR contains an intermediate refactor and a bug-fix for sign
language, which was originally from the Tongue Tied quirk/tongue. With
helpful advice from @MrMelbert and @LemonInTheDark, I have successfully
decoupled sign language from the tongue and ported it into a highly
modular DCS component, and then added an Action for toggling it. Big
thanks to @Wallemations, the original creator of Tongue Tied, for
creating the new Action sprite and helping me to complete this project!
The new sign language component is added to all new Carbon mobs, and
incrementally overrides several critical functions, variables, and
argument lists relevant to a mob's speech; the component primarily
listens for the addition/removal of trait `TRAIT_SIGN_LANG` in order to
function.
Additionally, fixed a bug in the original implementation of sign
language that caused its say verbs such as "emphatically signs" to stop
working. The bug was caused by an unsafe early removal of exclamation
points from the input string, causing a conflict with the `say_mod` proc
which requires such punctuation points to be present.
Here's a granular list of changes:
- Added a ubiquitous signal to extend the behavior of
`/atom/movable/proc/say_quote`.
- Added a ubiquitous signal to extend the behavior of
`/atom/movable/proc/lang_treat`.
- Fixed a bug in the original implementation of sign language that
caused its `verb_yell` to stop working.
- Refactored sign language into a Carbon-only DCS component.
- Refactored the Tongue Tied tongue to use `TRAIT_SIGN_LANG` and
`TRAIT_MUTE`.
- Removed the Tongue Tied quirk, in favor of two separate quirks.
- Added the Signer quirk for sign language, good, costs 4 points.
- Added the Mute quirk, negative, gives 4 points.
- Added a rare sign language Action granter book to maint and space
loot, "Galactic Standard Sign Language".
## Why It's Good For The Game
This PR tactfully re-implements Tongue Tied, re-introducing it as two
new quirks: For sign language itself, I added the Signer quirk, which is
a good quirk which allows you to use sign language for 4 quirk points. I
also added the Mute quirk, which grants 4 quirk points in exchange for
your audible voice. There is also a marked improvement in the code
health as a result of my changes.
Here's a preview of the sign language Action. If you're also mute, it
becomes invisible to reduce clutter:

In regard to how useful sign language is, it can be used as:
1. A way to communicate across a vacuum without a radio.
2. An easy way to communicate with deaf people.
3. An easy way to communicate as a Mute person.
## Changelog
🆑 A.C.M.O.
del: Removed the Tongue Tied quirk. The tongue can still be found and
used in-game.
refactor: Refactored Tongue Tied's tongue to use the Sign Language and
Mute traits.
add: Added Sign Language innate action. Granted by book or quirk.
add: Added the Galactic Common Sign Language book as rare maint and
space loot.
add: Added the Signer quirk, which teaches you sign language in exchange
for 4 quirk points.
add: Added the Mute quirk, which grants you 4 quirk points in exchange
for your voice.
fix: Fixed sign language say_yell verb, which allows you to emphatically
sign.
/🆑
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
## About The Pull Request
I didn't know .d was already reserved for admin deadsay, so it now is
unlocked with .z
## Why It's Good For The Game
Makes it functional
## Changelog
🆑
fix: radio uplink now works, moved to .z because .d is reserved
/🆑
Co-authored-by: etherware-novice <candy@notarealaddr.com>
## About The Pull Request
- Fully heal can be passed a series of flags detailing what all is
healed by the proc. This allows for things to provide
almost-but-not-quite fully heals.
- Uses this in Adminordrazine, so that it stops being a pain to update
every time fully heal is updated.
This includes some small balance changes which i'll go over, nothing
extremely noticable.
## Why It's Good For The Game
Allows for more precise control over full heals.
## Changelog
🆑 Melbert
refactor: Fully heal can be passed a series of flags. As a result, some
things which previously did a full heal might heal slightly less, or
some things which did partial full heals might do slightly more.
fix: Adminordrazine will no longer completely break every facet of a
person
admin: Ahealing a changeling will refill all of their chems.
/🆑
## About The Pull Request
Makes reagent containers update their appearance when crafting.
Fixes#69935, minor but annoying bug, especially when you are playing as
chef.
## Changelog
🆑
fix: Containers visually update after crafting.
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Fixes the fresh_laundry moodlet, by adding a new component to control
weables granting mood!
## Why It's Good For The Game
Adds a slight benefit for using the laundromat over just standing in a
shower, rp opprotunities, simplifies moodlets while wearing an item.
## Changelog
🆑
fix: fresh laundry mood is functional again
code: new component for controlling wearables granting mood
/🆑
Co-authored-by: etherware-novice <candy@notarealaddr.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Candycaneannihalator <candycane@thisisnotarealaddr.com>
## About The Pull Request
A port of https://github.com/BeeStation/BeeStation-Hornet/pull/7363
The radio uplink is now reworked to require saying a codeword over the
secret .d channel. This means that you can do it hands free, but people
around you can hear you whispering the codeword
## Why It's Good For The Game
Current radio uplink is dumb, it has a lot of drawbacks (losing common
radio, fiddling with the tgui slider, having to reset the frequency
after) that its almost unusable. This new uplink has a more unique
trigger method with its own ups and downs
## Changelog
🆑
add: New radio uplink! Simply speak your codeword into the :d channel to
unlock it
code: new COMSIG_RADIO_NEW_MESSAGE signal
/🆑
Co-authored-by: Candycaneannihalator <candycane@thisisnotarealaddr.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Imagine if you will a humble chaplain who wants nothing more than for
all of the spiritual folk on the station to get as massive gains as they
can, after finding that they can not just make more exercise equipment
and that the station does not have any in public places, they go annoy
security enough to get into permabrig only to find out that they cant
even unwrench the equipment and move it to the church!!!
NOT ANYMORE!!!

crafting recipies

demonstrating unwrenching and wrenching equipment

crafting a punching bag and punching it
Now you can craft as much exercise equipment as you want! May everyone
on the station get as strong as possible and not just prisoners.
Also I changed the message that plays when you try to use exercise
equipment someone else is using into a balloon alert.

## Why It's Good For The Game
Access to exercise equipment on some maps is limited to static positions
and is currently mostly only for prisoners as every map does not have
public exercise equipment. Expanding the access means that you can have
a Drill Sargent Head of Security or Captain who commands people use
these or allows a psychologist to prescribe healthy exercise habits to
their patients.
I think having the potential for exercise equipment on every map is more
fun and also if prisoners get their hands on tools they should be
allowed to mess with these to annoy security or aid in their escape.
## Changelog
🆑
add: the punching bag, bench press, and chest press are all able to be
crafted and unanchored.
add: crafting recipes for the above
qol: changed a chat message into a balloon alert
qol: adds screentips to equipment (thanks for suggesting i do this
mothblocks!)
/🆑
## About The Pull Request
Fixes#71146
Pacifists will no longer be able to slice peoples necks. (however they
can still butcher things)
## Why It's Good For The Game
Better consistency.
## Changelog
🆑
fix: Fix pacifists being able to slice necks
/🆑
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
You can no longer craft explosive lances.
## Why It's Good For The Game
Explosive lances are unhealthy for the game in it's current iteration.
Many years ago when the game was more loose and we weren't dealing with
players who treat the game like competitive TTT or Town of Salem,
They are a one shot kill weapon, which is the most powerful kind of
weapon in every gamemode. @JohnFulpWillard likened it to 1f1, a concept
from Town of Salem players where the town trades 1 person for 1 bad guy.
Modern ss13 design includes a significantly heavier load of antagonists
that aren't fixed roundstart compared to when the e-lance went in.
When we added the e-lance, if nuke ops spawned, that was it, there was
nuke ops, if you e-lanced the nuke ops and died you were dead until the
next round.
Nowadays you're rolling for lone operative, blob, wizard, disease,
revenant, and every other fun enjoyable antagonist role under the sun.
I can e-lance a nuke op/cultist/traitor/revolutionary/any bad guy in the
game as a non-antag assistant, die, and have a good chance to roll
another, way more fun antag in deadchat.
My change to make the e-lance a proper "we both die" tool didn't
actually help because I didn't quite realize that to the modern SS13
player because of how we designed Dynamic and antagonists in the modern
era, death is, frankly, not a punishment anymore.
It's time we admit the facts, items designed in 2015 SS13 in #12389
simply don't hold up in a healthy manner in 2022 SS13. Dying in SS13 in
2015 was a significantly different experience with different
consequences than it has now, and right now "kills you when you use it"
is not the same massive downside it was 7-8 years ago.
## Changelog
🆑
del: You can no longer craft explosive lances.
/🆑
when you mine gibtonite using concussive gauntlets, you now get launched
away from it, so you wont get hit by the explosion
also lets them mine basalt for glass
## About The Pull Request
Turns out I missed a few to_chats in #70398. Also I accidentally
inverted one so it said close the cover instead of open it. Oops!
## Why It's Good For The Game
Same reason as the original PR, balloon alerts are handy for stuff you
care about right now and not in 5 minutes. Also they should probably not
tell you to do the opposite of what you actually need to do.
## Changelog
🆑 VexingRaven
fix: Fixed a few balloon alerts for guns and moved a few more chat
messages to balloon alerts
/🆑
I went into this just planning on fixing some weird behaviour with
spider buttons and ended up touching a lot of files.
Specifically this is because some of the actions used by Giant Spiders
would print feedback messages in IsAvailable, which was bad because this
is called every time the button updates and so would (for example) print
a bunch of messages about eggs existing when you spawned as a
broodmother because the lay eggs button would be checking for that when
it was granted to you.
The feedback _is_ useful though so I've implemented a pattern used in
Spell where we just pass a flag describing whether we want to print it
or not, which is generally set to true in Trigger() or if the player
physically pressed the button.
A side effect of this is that any action with usability flags (such as
"not when handcuffed") will now tell you why it is failing if you click
it while it is unusable, which is nice.
The spider changes are largely to make sure that their buttons are
tinted at the correct time, they were previously tinted red as if
inactive at almost all times due to the icon not being updated when
relevant conditions changed.
This necessitated adding a new signal (two actually) sent when a
do_after begins and when it ends (for any reason, including premature
interruption).
I also fixed a quirk where the Wrap ability had a permanent 'active'
outline after using it once (the icon states were inverted).
I also fixed a bug where you could just lay infinite enriched eggs after
eating one guy, which is not how the game describes it as working.
I looked up the PR adding it
(https://github.com/tgstation/tgstation/pull/54451) and one egg per kill
seems to be how it is supposed to work.
And finally I changed a few nurse spider to_chats into balloon_messages,
on the principle that they're not information which needs to stick
around for more than a few seconds.
About The Pull Request
Adds a skillchip to the chef's vendor. This vendor allows the chef to kiss their food to deliver a chef's kiss.
Chef's kissing your food will add the "love" reagent to the food, which makes people much happier when they eat it. Be careful, overdosing on love can cause heart attacks.
Refactors microwaving.
Separates microwaving out of the edible component and makes it its own element, like grillable and bakeable.
Also removes some magic numbers from microwave code.
Code improvements all around baking and grilling code.
Refactors edible component inheritance.
Inheriting the edible component is now a viable way to cleanly add food types, flags, and callbacks. This makes it much much easier to change the values of an edible item without adding hacky signals / procs / getcomponent.
Why It's Good For The Game
Emergent chef gameplay.
Being able to further enhance your food with mood buffs.
Better code.
Changelog
cl Melbert
add: Chefs can now make food with love. They can purchase a skillchip from their vendor which enhances their kiss emote. Using your kiss on food you create will add a special reagent to it which makes it nicer.
refactor: Separated Microwavable from the Edible component, refactored microwave act to accompany this
refactor: Refactored how grilled items are generated
refactor: Refactored how silver slime food items are generated
refactor: Refactored how edible items inherit new edible statuses
code: Removed some magic numbers from microwaves
code: General code improvements for grillable / bakeable / etc
/cl
* Add pillows you can hit someone you hate with it until they collaspe from exhaustion. The pillow can be made with cloth
* Adds a Pillow juggernaut suit, this suit allows you to automatically hit people with a pillow when you bump into them. It can be made from pillows and duct tape via the crafting menu
* Adds a bumpattack component, this can be added to any item and allows the user to auto attack on bump with a target, used for the juggernaut suit.
* Adds a Pillow hat an alternative to the paperbag hat, also made from duct tape and pillow. Very fashionable!
add: Clown/mime pillows
* The beds in dorm now come properly equipped with a pillow
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
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## About The Pull Request
Ok first if you don't want to read any further explanation you can watch
these two videos and you will understand all of the mechanical depth of
this change.
https://user-images.githubusercontent.com/55666666/194788103-8019dad8-7e44-4cc8-bc8f-0a4f8f00a357.mp4https://user-images.githubusercontent.com/55666666/194788109-345a3146-fb4b-4a2e-9c2a-e2ee786ba97d.mp4
### **Disclaimer: Effect on gameplay extremely limited and niche read at
your own risk**
Starting at the top, regarding the species datum, the vars attack_type,
punchdamagelow, punchdamagehigh, punchstunthreshold, attack_verb,
attack_effect, attack_sound, and miss_sound have been removed.
All bodyparts (not just arms) now have corresponding variables for how
they should act if utilized in an unarmed attack. The bodyparts vars are
correlated to their corresponding species. All arm type bodyparts have
been repathed through a common parent for the purposes of keeping
variables consistent. The same is true for the legs.
When a carbon begins an unarmed attack, it will check the carbon's brain
to see what limb should be used for the attack.
If the brain has no answers it will default to the arm that corresponds
to the active hand of the attacker. Currently in all brains except
monkeys, it check to see if the attackers target target is laying down,
and if so, call for a kick with the leg that corresponds with the
attackers active hand. If the attacker has no useable legs, or the
attacker does not have a corresponding leg to the active hand, or the
target is not laying down, the brain will simply default for an attack
with the active hand.
Monkeys brains (take note the difference between having a monkey brain
and being controlled by monkey AI) are the exception, they will simply
always choose their heads, and by default an attack with the head is a
bite attack.
As an example:
Previously ethereal would make attacks that used the verb "burn" and did
burn damage despite what limbs they possessed.
Now anybody with an ethereal limb will make an unarmed attack that does
burn damage and has all the same verbs as an ethereal would.
And finally, the chunky finger species trait has been moved over to the
species arms. Effect on other sources like insuls remains unchanged.
<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game
The main motivation is moving direct mechanical elements off of species
to, quoting tralezab here, "Make species like a blueprint."
Opens more opportunities for coders to add specific elements to limbs,
perhaps we could see a buff to unarmed strikes from robot arms, or a
species that headbutts people to death.
Also undeniably cool, and fixes some weirdness like fully auged
ethereals still doing their normal ethereal attack.
<!-- Argue for the merits of your changes and how they benefit the game,
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## Changelog
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and it's effects on PRs in the tgstation guides for contributors. Please
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🆑 itseasytosee
refactor: Elements of unarmed strikes are now limb dependent instead of
species dependent. Go rip off an ethereal arm, sew it onto yourself, and
burn some people.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
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Co-authored-by: itseasytosee <noodlenymphftw@gmail.com@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
## About The Pull Request
so, scope and kinesis are the only things in the game (other than the
body zone selector) which use the function MouseMove. this tracks every
mouse movement, which meant we had to stuff a cooldown on it to not
calculate a ton of useless stuff. this time can misalign if you move
your mouse fast, not registering at all, as well as not working out with
the 0.2 second processing time of the things handling it (the scope
component and kinesis module)
instead of doing that, we are now keeping the mouse parameters as a
variable, which we update with every mousemove to the current
parameters. then we handle the calculations right as we need them (in
the kinesis/scope) module, rather than relying on mousemove cooldowns,
this should hopefully feel way better
## Why It's Good For The Game
😁
## Changelog
🆑
qol: sniper scopes and kinesis module should feel better to use
/🆑