## About The Pull Request
>_"I don't remember buying tickets to Mutants on Ice."_
>-Duke Nukem
This PR is (hopefully the final) part of a series of my continuing
refactors of the DNA Infuser. This PR represents a "quality pass" which
should also iron-out the rest of the most impactful bugs.
Granular list of changes:
- This PR adds unit tests for the DNA Infuser organs and
`/datum/status_effect/organ_set_bonus` as recommended by @AnturK
- I noticed that the base `/datum/infuser_entry` was being used in the
machine for the Fly and "rejected" infusions, whereas usually we would
expect it to be a base type used only as a development template. I
corrected this issue and created `/datum/infuser_entry/fly` to be used
for that use-case instead.
- Added `/mob/proc/can_mutate()` and `/mob/living/carbon/can_mutate()`
to replace a few copied lines across several files. The proc is normally
used in the context of mutating a Human via their DNA.
- I fixed a ton of typos in organ-related code, specifically where
"receiver" was typo'd as "reciever". There are far more of those typos,
but I limited the scope of my changes to organs.
- I noticed a bug in `/datum/species/proc/regenerate_organs` wherein a
race condition caused an organ to remove itself before it's done
inserting itself. This happens because the Fly organ set bonus runs
`regenerate_organs` which calls `Remove` on the organ while `Insert` is
still in the call-stack. I added `INVOKE_ASYNC` as a workaround, and
also changed the order the signals are emitted to prevent future bugs.
This bug primarily only impacted the flyperson species transformation,
which was part of the DNA Infuser's flyperson infusion organ set bonus.
- In my last refactor PR #72745 I also introduced a bug in
`/obj/machinery/dna_infuser/proc/infuse_organ` wherein I forgot to add
the usage of `new` when attempting to implant new organs, and this PR
fixes the erroneous code.
- Fxed a bug which causes the organ set bonus to activate when mixing
organs from different sources, which is caused by a developer oversight
wherein all `/datum/status_effect/organ_set_bonus` had identical IDs.
- Added a cleaner `replacetext`-based way of handling pronouns in
`/datum/element/noticable_organ/proc/on_receiver_examine`, using custom
macros `%PRONOUN_S` and `%PRONOUN_ES` as advised by @MrMelbert
- This PR also fixes#72767
## Why It's Good For The Game
With the changes in this PR the machine will finally work as we expect
it to. By adding unit tests we will also be able to ensure that it works
as expected from now on. I feel confident saying that the completeness,
algorithmic correctness, and code health of the DNA Infuser is much
better than it was before.
## Changelog
🆑 A.C.M.O.
fix: Fully fixed the DNA Infuser, which will now infuse organs as
expected.
fix: Fixed flyperson species transformation and organ set bonus, which
was throwing a runtime.
fix: Fixed many typos in organ-related source code.
/🆑
---------
Co-authored-by: Time-Green <timkoster1@hotmail.com>
## About The Pull Request
Adds automatic cordoning to block reservations.
Also fixes an issue where ChangeTurf would cause SSicon_smoothing to
throw runtimes by calling QUEUE_SMOOTH regardless of initialization
completion
## Why It's Good For The Game
## Changelog
---------
Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
most energy sword-like weapons have had their demolition_mod increased
to 1.5x (from 1x). energy scalpels did not receive this buff, as they're
easily crew-accessible and I don't want to deal with a balance flamewar.
this affects damage vs. robots, objects, structures, etc.
the melee part of the mecha damage unit test now accounts for
demolition_mod.
## Why It's Good For The Game

## Changelog
🆑 ATHATH
balance: Most energy sword-like weapons have had their demolition_mod
increased to 1.5x (from 1x). This affects damage vs. robots, objects,
structures, etc. Energy scalpels did not receive this buff.
/🆑
## About The Pull Request

[DESIGN DOC]
https://hackmd.io/@tGKknGe5Q7qtddEspif79g/BJ3w9QLri/edit
Bluespace technology has destabilized the very fabric of reality, even
time itself!
Sometimes during a shift, it's possible for a PARADOX CLONE to spawn
somewhere on the station (usually maintenance). This paradox clone has
the exact appearance and DNA as a random crew member on the station,
wearing the same clothes they were at the start of the shift, including
their ID.
To maintain timeline coherency, the paradox clone must now hunt down and
kill the original and take their place or die trying, if the original
survives they have failed.
The only thing the paradox clone spawns with is a mechanical toolbox
that helps them from being stuck in maints if their ID doesn't have
maints access.
## Why It's Good For The Game
The inclusion of this antag encourages good crew coordination and adds a
less destructive, more personalized antag to the roster.
This antag rewards good detective work, as both the clone and the
original are identical in every way, and will therefore require a
detective to break out their detective skills to figure out who the
clone is.
Also a possible tie-in with the Chrono Legionnaires in the future.
## Changelog
🆑
add: Time and space has destabilized even further due to Nanotrasen
bluespace research, now, on occasion, clones from different timelines
can appear on the station and hunt you down to maintain timeline
stability! Beware the Paradox Clone!
/🆑
---------
Co-authored-by: 1bw0kopy <xz2rbf23@protonmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
## About The Pull Request
One of the key functions of this test is to iterate vars to see if it is
null or not, and then error if something is defined where it should not
be. Just to futureproof this test in case someone changes the name of a
variable on the mob spawner (e.g. haircolor to hair_color), we still
want this unit test to work!
So, let's switch it all over to NAMEOF to ensure that all of our stuff
still works the way we want it: safe-guarded against trivial changes
(it'll throw a compile error if one of these vars are changed, which is
good because it compels the coder to fix it).
I also re-arranged the unit test since we didn't need to have those
bulky lists in the middle of the actual checking code, and it should
work a-okay.
## Why It's Good For The Game
Someone in the future will sob a few tears if this unit test breaks and
remains broken throwing runtimes and bricking tgui or whatever because
it's very easy to just have this unit test not be useful in a very
"simple code improvement"
## Changelog
Nothing that concerns players.
## About The Pull Request
One thing that repeatedly pops up in admin channels is investigating
causes of death when a player just vanishes from the game. These are
almost universally qdeletion issues.
9 years ago `/mob/Destroy()` was commented with:
`//This makes sure that mobs with clients/keys are not just deleted from
the game.`
Whatever code may have existed back then has long since been replaced.
**I consider that Destroy()ing a cliented or ckeyed mob is a runtime
error case.**
Code which may result in deleting a mob should handle removing and/or
reassigning any client or ckey - or call generic procs that do so -
prior to destruction. This should ideally result in a clear log trail
that allows admins to see what happened. Where this isn't the case, a
stack trace will now be available to help narrow down the cause of
qdeletion so an issue report can be made, and so admins have SOME info
to investigate on.
An example of where this would help catch bugs is #72782 - It was
clearly unintended behaviour to qdel the mob in the first place and this
stack trace would have immediately highlighted exactly where the death
came from.
```
[2023-01-18 12:44:40.415] runtime error: Mob with client has been deleted. (code/modules/mob/mob.dm:29)
- proc name: stack trace (/proc/_stack_trace)
- source file: stack_trace.dm,4
- usr: Julia Watson (/mob/living/carbon/human)
- src: null
- usr.loc: the floor (111,143,2) (/turf/open/floor/iron)
- call stack:
- stack trace("Mob with client has been delet...", "code/modules/mob/mob.dm", 29)
- Julia Watson (/mob/living/carbon/human): Destroy(0)
- Julia Watson (/mob/living/carbon/human): Destroy(0)
- Julia Watson (/mob/living/carbon/human): Destroy(0)
- Julia Watson (/mob/living/carbon/human): Destroy(0)
- qdel(Julia Watson (/mob/living/carbon/human), 0)
- the mouse (/mob/living/basic/mouse): try consume cheese(Julia Watson (/mob/living/carbon/human))
- the mouse (/mob/living/basic/mouse): tamed(the mouse (/mob/living/basic/mouse), Julia Watson (/mob/living/carbon/human))
- /datum/callback (/datum/callback): Invoke(the mouse (/mob/living/basic/mouse), Julia Watson (/mob/living/carbon/human))
- /datum/component/tameable (/datum/component/tameable): on tame(the mouse (/mob/living/basic/mouse), Julia Watson (/mob/living/carbon/human))
- the mouse (/mob/living/basic/mouse): SendSignal("simplemob_sentiencepotion", /list (/list))
- the intelligence potion (/obj/item/slimepotion/slime/sentience): attack(the mouse (/mob/living/basic/mouse), Julia Watson (/mob/living/carbon/human), "icon-x=16;icon-y=7;left=1;butt...")
- the mouse (/mob/living/basic/mouse): attackby(the intelligence potion (/obj/item/slimepotion/slime/sentience), Julia Watson (/mob/living/carbon/human), "icon-x=16;icon-y=7;left=1;butt...")
- the intelligence potion (/obj/item/slimepotion/slime/sentience): melee attack chain(Julia Watson (/mob/living/carbon/human), the mouse (/mob/living/basic/mouse), "icon-x=16;icon-y=7;left=1;butt...")
- Julia Watson (/mob/living/carbon/human): ClickOn(the mouse (/mob/living/basic/mouse), "icon-x=16;icon-y=7;left=1;butt...")
- the mouse (/mob/living/basic/mouse): Click(the floor (112,143,2) (/turf/open/floor/iron), "mapwindow.map", "icon-x=16;icon-y=7;left=1;butt...")
-
```
See also #67300.
An example of where this would help identify causes of death where
previously there were none - Scenarios that were fixed by #62949 and
#66104 caused administrative headaches figuring out causes of death when
players in exploding crates just got literally fucking qdeleted. Which
was pretty trivial for players to do to other players.
Issue reports can be made and bugs can be fixed as we go along.
There are examples of quote "false positives" unquote.
Right click -> Delete, which can be used on any atom.
```
[2023-01-18 11:40:54.597] runtime error: Mob without client but with associated ckey has been deleted. (code/modules/mob/mob.dm:32)
- proc name: stack trace (/proc/_stack_trace)
- source file: stack_trace.dm,4
- usr: Norah Rader (/mob/dead/observer)
- src: null
- usr.loc: the floor (109,143,2) (/turf/open/floor/iron)
- call stack:
- stack trace("Mob without client but with as...", "code/modules/mob/mob.dm", 32)
- Fulton Enderly (/mob/dead/observer): Destroy(0)
- Fulton Enderly (/mob/dead/observer): Destroy(0)
- qdel(Fulton Enderly (/mob/dead/observer), 0)
- Timberpoes (/client): admin delete(Fulton Enderly (/mob/dead/observer))
- Timberpoes (/client): Delete(Fulton Enderly (/mob/dead/observer))
```
Admin gibself
```
[2023-01-18 11:41:17.635] runtime error: Mob with client has been deleted. (code/modules/mob/mob.dm:29)
- proc name: stack trace (/proc/_stack_trace)
- source file: stack_trace.dm,4
- usr: Norah Rader (/mob/living/carbon/human)
- src: null
- usr.loc: the floor (109,145,2) (/turf/open/floor/iron)
- call stack:
- stack trace("Mob with client has been delet...", "code/modules/mob/mob.dm", 29)
- Norah Rader (/mob/living/carbon/human): Destroy(0)
- Norah Rader (/mob/living/carbon/human): Destroy(0)
- Norah Rader (/mob/living/carbon/human): Destroy(0)
- Norah Rader (/mob/living/carbon/human): Destroy(0)
- qdel(Norah Rader (/mob/living/carbon/human), 0)
- Norah Rader (/mob/living/carbon/human): gib(1, 1, 1, 0)
- Norah Rader (/mob/living/carbon/human): gib(1, 1, 1, 0)
- Timberpoes (/client): Gibself()
```
Over time these stack traces can be checked for how well the true cause
of death is logged, and whether there is a better procedure for deleting
cliented/ckeyed mobs than just qdel(target).
## Why It's Good For The Game
qdeletion of cliented or ckeyed mobs is death and often lacks any
specific logging.
This obfuscates bugs and hinders admin investigation.
stack_tracing highlights where this happens, revealing the previously
obfuscated bugs more clearly. It also provides relevant information on a
cause of death that can allow admin investigation to take place despite
the absence of logging.
## Changelog
🆑
admin: When a player-owned mob is deleted from the game world, a stack
trace is now dropped in the runtime logs. This allows admins and coders
to investigate these issues easier.
/🆑
Bodypart overlays are now drawn by the new /datum/bodypart_overlay
datum.
External organs no longer draw anything and instead add a special
/datum/bodypart_overlay/mutant to the bodypart, which draws everything
Makes it way easier to add custom overlays to limbs, since the whole
system is now modularized and external organs are just one
implementation of it
I haven't moved anything but external organs to this new system, I'll
move eyes, bodymarkings, hair, lipstick etc to this later
New pipeline is as follows:
- External organ added to limb
- External organ adds /datum/bodypart_overlay/mutant to limb to
bodypart_overlays
- Limb updates its icon, looks for all /datum/bodypart_overlay in
bodypart_overlays
- Very cool new overlay on your limb!
closes#71820🆑
refactor: External organs have been near-completely refactored.
admin: Admin-spawned external organs will load with a random icon and
color
fix: fixes angel wings not working for non-humans (it was so fucking
broken)
fix: fixes external organs being invisible if they werent initialized
with a human
/🆑
### Why this is good for the game
External organs are cool but are pretty limited in some ways. Making
stuff like synthetic organs is kinda fucked. I tried and it was dogshit.
Now you can just give an icon state and icon and you're good (using
/datum/bodypart_accessory/simple)
Stuff like eyes, cat ears and hair seem like good choices for extorgans,
but don't quite work for it because their icons work a lot differently.
This solves for it completely since any organ (or object or whatever)
can add it's own icon to a bodypart.
Want to add an iron plate to someones head? Go ahead. Want a heart to
stick out of someones chest? No problem.
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
This is required for view() checks to work as we expect, and is the
typical state of the game
The only reason things like the strippable test functioned is because we
had tests that were improperly New()ing turfs instead of using
changeturf
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Water, when exposed to a mob either via `TOUCH` or `VAPOR` application,
will now apply wet stacks to said mob according to the amount of water
used. For touch application, the ratio is 0.5 wet stack per unit of
water, whereas for vapor application (so for foam and sprays), that
ratio is lowered to 0.1 wet stack per unit of water. Yes, that would
mean that you could now put someone out by spraying enough water at them
with a spray bottle (usually around 50-150u), and I think that is quite
simply hilarious.
I also updated the unit test of water's `expose_mob()` proc, to check
that wet stacks were being applied properly, hopefully making sure that
there's no regression on that part in the future.
Caused by https://github.com/tgstation/tgstation/pull/72517, with
https://github.com/tgstation/tgstation/pull/72561 raising an error that
was being hidden before
This changes equip logic somewhat so that set_wearer was being called
twice.
I don't think this should be being run in visualsOnly at all, as it does
a ton of stuff like registering signals, updating UI, etc etc etc. Don't
have time to investigate further.
Called the random reagent code after it was initialized
Registered the reagent del/remove signal on the geyser, not the reagent
datum of the geyser
Closes#72037🆑
fix: Strange geysers have random reagents again
fix: Geysers regen reagents again
/🆑
## About The Pull Request
revive of #68760
this time a proc, not an element
this time supports cardboard cutouts
this time supports mob corpses

## Why It's Good For The Game
prevents these icons ever being outdated, they'll always look what they
are supposed to, saves spriting work
## Changelog
🆑 Fikou, a hood by Viro
refactor: humanoid mobs and cardboard cutouts automatically generate
their sprites, they no longer will be outdated
/🆑
Co-authored-by: Time-Green <timkoster1@hotmail.com>
## About The Pull Request
Part of a prior PR that was closed (#72562). This version does not add
the check in CI.
## Why It's Good For The Game
The work is already done, so I figured why not.
## Changelog
N/A Nothing player facing
Co-authored-by: Jeremiah Snow <jlsnow301@pm.me>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
- Nearsighted is now a grouped status effect.
- Blindness is now a grouped status effect.
- Eye handling of blindness has improved.
- When eyes are removed, they now cause you to become blind, rather than
handling it in `update_tint`.
- Being ahealed no longer blinds you for one tick, meaning that black
overlay on aheal is gone.
- Temporary Blindness is now a status effect.
- Both Nearsightedness and Blindness have been exorcised from mob vars
and life chains. This means that we've finally cut 2 procs from life,
`handle_status_effect` and `handle_traits`, and moved both to event
based processing. Wooo optimizations.
- Swapped pacifism status effect to use apply and set helpers.
- Removed an unused admin toggle that disabled welding helmet tint but
also tint from every clothing item and also blindness from losing your
eyes.
- Clothes now generally all blind their mob more consistently.
- Oculine, eye surgery, and sensory restoration are now no longer the
only way to fix blindness from eye damage. If your eyes are healed
through any other means, it will also heal your blindness.
- Some things that made you blind, such as ling blind sting, no longer
just flat made you blind from eye damage forever. They now cause eye
damage directly, which in turn makes you blind from eye damage, as
expected.
- Pacifists can't eyestab anymore. Eyestabs now have a limit on the
amount of blur applied.
- Refactored some `is_x_covered` procs to accept flags rather than have
a lot of arguments for some silly reason.
- Unit tests for blindness.
## Why It's Good For The Game
Blindness was exceptionally poorly handled prior, primarily due to the
fact that it was tied to the mob instead of separated out
On top of that the system put a LOT of faith in proper handling of
blindness on the coder's end which was misplaced evidently. Many places
didn't update or handle blindness correctly, or just let people
perma-blind.
Deferring it to a status effect improves this a lot
## Changelog
🆑 Melbert
refactor: Refactored blindness and nearsightedness. Important to note is
that all mobs are naturally blind until their eyes are actually created.
refactor: Refactored "is covered" procs
fix: Less sources of blindness now cause permanent blindness. Includes
the "Blind" Spell and "Blind Sting" from changelings.
admin: Ahealing someone no longer flashes the blind overlay for 1 tick.
admin: I removed an unused (sort of) inaccessible admin verb that
allowed you to toggle the tint from all welding helmets (and clothing)
(and lack of eyes) in existence, let me know if you want similar back
balance: Changeling "Blind Sting" now causes eye damage (enough to
blind) rather than arbitrarily forcing blindness.
balance: Visionloss virus symptom now causes eye damage (enough to
blind) rather than arbitrarily forcing blindness.
balance: Oculine has been reworked slightly. Prior, Oculine arbitrarily
healed blindness and nearsightedness from eye damage reagrdless of how
damaged the eyes were, and applied blur on success. Now, Oculine just
heals eye damage, and blindness / nearsightedness is restored in the
process. There is now a probability every tick that eye blur is applied
based on how pure the oculine is while healing very damaged eyes.
balance: Pacifists can no longer eyestab.
balance: Any clothing item that covers your eyes contributes to getting
the bonus while sleeping, and to removing temporary blindness faster
/🆑
## About The Pull Request
Metal Hydrogen golems as of now are quite literally not even immune to
_space_ and _the cold_, despite their description insinuating the exact
opposite and their manner of creation being more time-intensive than any
other golem. This PR fixes that, putting them on-par with all other
golems in regards to temperature and space immunity, whilst also
_hugely_ buffing them so they're not simply an antimagic version of
adamantine golems - instead, they're now most metal golems rolled into
one power-wise, with the armor of diamond golems as is befitting.
Also, I fixed their colors and wording (metal hydrogen isn't a
_mineral_, it doesn't naturally occur)
## Why It's Good For The Game
Creating metal hydrogen golems is not wholly difficult if you understand
atmospherics and practice safety in doing so, but compared to all other
golems they are _woefully_ underpowered and nigh-useless in most
practical applications. Adamantine golems are better in effectively
every way, and they're the standard for easily-created golems. Properly
fixing them and buffing them to ensure they're worth making is an
effective way to make metal hydrogen a more worthy endeavor for
atmospherics, and also metal hydrogen is simply cool.
## Changelog
🆑
fix: metal hydrogen golems no longer die to low pressures and cold
temperatures
fix: metal hydrogen golems are no longer solid white, and are now the
actual color of metal hydrogen
balance: metal hydrogen golems are also now immune to most environmental
threats, and get more armor
/🆑
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
## About The Pull Request
It wasn't testing against the right thing, and whilst it doesn't really
matter currently, if in the future there's items with worn GAGS configs
but no regular GAGS config, they'll be grateful that this doesn't fail.
## Why It's Good For The Game
Stronger unit test good.
## Changelog
🆑 GoldenAlpharex
code: Made the worn_icons unit test check the worn GAGS config rather
than the normal one.
/🆑
## About The Pull Request
Turns the faithless mob into a basic mob with unique behaviors, it will
now break lights and drag around victims bodies. Can also punch open
airlocks if they can be opened.
## Why It's Good For The Game
Now the faithless mob has its own unique behavior and it is cool to see
more AI variety.
## Changelog
🆑
add: Faithless will now also break lights and drag victims around
refactor: Faithless into basic mob
/🆑
# Requires https://github.com/tgstation/tgstation/pull/72320
## About The Pull Request
https://user-images.githubusercontent.com/35135081/209700892-e54be6cf-d18c-4d12-acd1-e5eb46e9d82d.mp4https://user-images.githubusercontent.com/35135081/209700911-751b8a0e-d770-49fa-a6eb-ce50aa0fa670.mp4
---
Adds a system for tutorials that:
- Are contextually given
- Are not given again after completion
- Can optionally not trigger for anyone who first played before a
certain date
Uses this system for a tutorial for switching hands/dropping items. This
tutorial is triggered when you try to click on an item with another
item, and `afterattack` return FALSE. In order for this to work as
smoothly as possible, I'm going to open a separate PR that cleans up the
`afterattack` on everything to either return TRUE/FALSE.
## Why It's Good For The Game
SS13 is an extremely confusing game, being able to do tutorials in a
non-intrusive way (like a separate tutorial mode) is nice.
The system in place is going to be perfectly usable for introducing
mechanics to both fresh players and experienced players alike (such as
for future content).
## Changelog
🆑
qol: New players will now get a contextual tutorial for how to switch
hands and drop items.
/🆑
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
I screwed up with my access changes (on my local, I made sure I could
still open doors rather than be kept out of places), and #72458 fixes
that. However, let's also add a unit test to prevent that regression
again. We just do five different access "checks", and see if all five
different scenarios should work as intended.
As you can see, this PR will not pass unit tests. This is supposed to
happen, because at the time of this PR is opened, we will be in a
regression state that the aforementioned PR fixes. When the
aforementioned PR is merged, it should clear CI without any difficulties
(I know this because I ran the unit test myself)
## About The Pull Request
Performs a very simple conversion of ghosts to basic mobs. They're
relatively lacking in unique behavior in their current state, but they
didn't really have any when they were simple animals either. They
retaliate, they float, they do everything they did before, but now as a
basic mob.
Kilostation and Derelict Station 6 have had their mapped-in ghosts
converted to the new type as well. I'm unsure if there are any other
mapped instances of ghosts that will need changing, but please let me
know if there are.
Also in this PR is a slight rework of how ghost's get their hair/name.
As an ADDED BONUS, ghosts now get random hair to gow ith their randomly
generated names, rather than hair only being only possible through
varediting. (Thank you tattle for helping me figure this out).
## Why It's Good For The Game
Strikes another simple_animal from existence. Gives ghost mobs a bit
more _visual flair_.
## Changelog
🆑
code: Ghosts are now basic mobs! You might not notice any difference,
but...
code: Ghost mobs now spawn with hair and sometimes facial hair.
/🆑
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
## About The Pull Request
Test Card Distribution debug verb has been altered slightly to prevent
runtimes. Backing out of any one of the menus would send null as an
argument, and cause a runtime.
The Validate Cards verb now returns a message if no errors are found. I
kept mistakenly clicking this verb thinking it was the Cardpack
Distribution one, and would get confused whenever nothing happened. Now
it returns a message!
Also converts some of the stuff I touch into snake case because pretty
code is nice.
## Why It's Good For The Game
Closes#66987. Feedback for the random debug buttons I accidentally
click is good.
## Changelog
🆑 Rhials
fix: backing out of the Test Card Packs debug menu will no longer cause
a runtime
fix: Validate Cards debug verb now gives feedback if no errors are
detected.
/🆑
## About The Pull Request
With the new crafting menu some reagents now have default container
assigned.
I applied these to visualize reagents in biogen UI too.
<img alt="060ybChTkI"
src="https://user-images.githubusercontent.com/3625094/209483256-e4159a05-46ae-47b8-bc42-9d003cf6c303.png">
## Why It's Good For The Game
Better representation of a reagent.
## Changelog
🆑
qol: Biogenerator shows default reagent containers instead of beakers
/🆑
## About The Pull Request
Burdened organs now only count for the main organs only. Cyberimplants
don't count, alien organs don't count, etc. This is because someone
could get a bunch of extra organs, and then take the burdened sect and
remove them for free burden points.
Useless organs for species also do not count (stomachs given to species
that do not hunger, for instance)
Removes the error on burden points clamping on negative values. This can
happen when someone previously disabled takes burden sect.
## Why It's Good For The Game
Cheese is being used to bypass the unique gameplay goals burdened sect
provides. Will throw another pr when fikou finishes bat mutants ;)
## Changelog
🆑
fix: Removed some cheese strategies from burdened sect.
/🆑
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
## About The Pull Request
Title.
## Why It's Good For The Game
Makes the Unit Test less garbage and annoying (Hi, hello, I was adding
Lima Beans to my downstream and this Unit Test was throwing a bitch fit)
Talked with Mothblocks on Coderbus with this.
## Changelog
N/A
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## About The Pull Request
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adds the venom antagonist
dont review this its not worth it
## Why It's Good For The Game
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especially if they are controversial and/or far reaching. If you can't
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venom they wont know what hit em

## Changelog
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🆑
add: Venom antag
/🆑
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## About The Pull Request
cleans up some modsuit code i dont like about their modules
removes mod theme blacklists, they are unused and weve not needed them
at all so far
adds support for premade suits to have modules they pin by default
the default pins currently are:
advanced suit: jetpack
loader suit: clamp, magnet, hydraulic arms
mining suit: sphere transformation
safeguard suit: jetpack
magnate suit: advanced jetpack
traitor suit: armor booster, jetpack
elite traitor suit: armor booster, advanced jetpack
nukie suit: armor booster, advanced jetpack
elite nukie suit: armor booster, advanced jetpack
spetsnaz pyro suit: armor booster, advanced jetpack, flamethrower
prototype suit: tether, kinesis
apocryphal suit: jetpack
chrono suit: timestopper, rewinder, timeline jumper, kinesis plus,
timeline eradication
ninja suit: advanced stealth, star dispenser, emp pulse, weapon recall,
adrenaline boost, energy net
## Why It's Good For The Game
quickens some stuff up
## Changelog
🆑
qol: some modsuits now have some modules pinned by default
/🆑
## About The Pull Request
Refactors the frog into a basic mob. The frog now does the same as the
old frog and can now properly be commanded by the regal rats.
## Why It's Good For The Game
## Changelog
🆑
refactor: Refractors the frog into a basic mob
/🆑
## About The Pull Request
the ninja modsuit helmet was weirdly inconsistent across the different
directions, all of them had different elements that werent seen in other
directions
this pr makes it consistent across all, and slightly tweaks the design
## Why It's Good For The Game
i like it :)
## Changelog
🆑
imageadd: tweaks the ninja modsuit helmet
/🆑
Adds some new procs relating to baseturfs that replaces some code that
reads and sets them directly. Moves them to their own file. **To
reviewers: Any proc in baseturfs.dm that is snake_case is mine, anything
else is just moved**.
Adds tests for the existing procs of baseturfs.
I'm going to be doing some optimizations to baseturfs that change the
actual representation of baseturfs, and so I'm prepping these to be
implementation agnostic.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Looking at some stuff that uses `Join` right now as targets, this one's
pretty straight forward.
`/turf/open/floor/Initialize`, called 20,000 times without ruins,
creates a string list of the broken and burnt states. This carries the
fixed cost of `Join`, which is very expensive, as well as some (not
crazy, but not negligible) proc overhead.
These vars were used for effectively nothing, and have been replaced
with just using the list when necessary, which only adds an extra
millisecond of cost to update_overlays.
This was also used to automatically set `broken` and `burnt` at runtime.
However, this looks like it has gone completely unused. Adds a unit test
which adds it as a static field to the only type that cared about it,
which was abductor tiles, which is wrong anyway, but Whatever. I want to
support people making a subtype of floor tiles that are pre-broken
without it messing up stuff silently, so the test is there.
While I'm at it, renames `setup_broken_states` and `setup_burnt_states`
to remove `setup_`, since they don't really do that anymore (and never
did).
Also also, adds support for `PERFORM_ALL_TESTS` to work with multiple
focuses.
For reviewing, basically all of the changes are in floor.dm, aside from
test stuff, which is unit_test.dm.
## About The Pull Request
`flags_inv` contains a series of flags which dictate which items can be
seen / which items are rendered when it is worn. This lets you hide
things that shouldn't be visible, stops weird bugs
Right now it really doesn't work to hot. Most of the flags aren't
checked so a lot of silly things happen.
Here's an example, which was broken for 2 reasons

1. it was using the wrong var
2. nowhere checked that the shoes were hidden
So, I went through and made the `update_x` procs consistently check when
the slot is actually hidden.

Much better?
~~It's actually still broken. It's hiding the arms for some reason. But
that's for another PR?~~
## Why It's Good For The Game
Flags that exist should work as expected.
## Changelog
🆑 Melbert
fix: Wedding dresses no longer render their shoes over the dress
fix: Things which have inv flags set should more consistently actually
hide the things they mean to hide
/🆑
## About The Pull Request
You know the deal by now.
- Drowsiness is now tracked via status effect.
- Eye blue is now tracked via status effect.
In converting these over, cleaned up a bit of code relating to some
other effects. Attempts to unify behavior between some of them, namely
certain biotypes or mob types shouldn't be experiencing certain effects.
## Why It's Good For The Game
More stuff moved to status effects, slightly more cleaner and better to
work with code. Allows for all mobs that can sleep to be able to get
drowsy, too.
## Changelog
🆑 Melbert
refactor: Drowsiness and Blurred Eyes are now tracked via status effect.
/🆑
## About The Pull Request
Wow we're finally here. This turns carp into Basic Mobs instead of
Simple Animals.
They use a variety of behaviours added in previous PRs to act in a
marginally more interesting way than they used to.
But don't worry there's still 2 or 3 PRs to follow this one until I'm
done with space fish.
Changes in this PR:
Carp will try to run away if they get below 50% health, to make use of
their "regenerate if not attacked" component.
Magicarp have different targetting behaviour for spells depending on
their spell;
- Ressurecting Carp will try to ressurect allied mobs.
- Animating Carp will try to animate nearby objects.
- Door-creating Carp will try to turn nearby walls into doors.
You can order Magicarp to cast their spell on something if you happen to
manage to tame one.
The eating element now has support for "getting hurt" when you eat
something. Carp eating can rings and hating it was too soulful not to
continue supporting.
## Why It's Good For The Game
Carp are iconic beasts and I think they should be more interesting.
Also we just want to turn mobs into basic mobs anyway.
## Changelog
🆑
add: Carp will now run away if their health gets low, meaning they may
have a chance to regenerate.
add: Lia will now fight back if attacked instead of letting herself get
killed, watch out!
balance: Magicarp will now aim their spells more intelligently.
add: Tame Magicarp can be ordered to use their spells on things.
refactor: Carp are now "Basic Mobs" instead of "Simple Mobs"
fix: Dehydrated carp no longer give you a bad feeling when they're your
friend and a good feeling when they're going to attack you.
balance: Tamed carp are now friendly only to their tamer rather than
their whole faction, which should make dehydrated carp more active.
Order them to stay or follow you if you want them to behave around your
friends.
/🆑
holoparasite types have improved code
admins can now give someone a holoparasite through a new menu in vv
dropdown
alt click holopara abilities were moved to right click (support's beacon
wasn't, but support's heal mode was)
holoparas have less hardcoded stuff so admins can edit them easier
holoparasites now get their light color from their guardian color
holoparasites no longer have the hostile faction, things will attack
them
holoparasites now have a damage overlay, so you can see how much your
summoner is damaged
holoparasite health updating is now event based rather than running on
life, so you'll see health changes everytime they happen, rather than
every 2 seconds
holoparasites fly properly again (they cant spacewalk, but count as
flying for stuff like chasms)
holoparasite creation now uses a radial menu with tooltips for each
subtype. it also shows ghosts which type you picked
holoparasites can no longer be fugu'd
adds support for ownerless holoparasites
fixes mildly related bugs along the way
## About The Pull Request
Jellypeople and stargazers both have three eye sockets on their sprites,
but due to the way eyes work, they use the incorrect eyes on their
sprite. This leads to both of these species looking fairly ugly, with
the wrong arrangement of eyes. This PR adds a unique eyes organ, "jelly
eyes", to these two species. This organ has no special properties, but
makes them properly display three eyes.

_The current jellyperson eyes appearance vs. the new one, in obnoxious
pink for visibility._

_The new "jelly eyes"._
Incidentally, jelly eyes _can_ be implanted into other species to give
them three eyes. This can look somewhat odd depending on how a
particular species's eye sockets are drawn, but this is also an
extremely niche interaction - so most _likely_ not a problem.
## Why It's Good For The Game
The jelly eyes _already_ have existing on-mob sprites, so I can only
assume they stopped working due to a refactor in how eyes worked. These
species look better with the correct eyes sprites restored.
## Changelog
🆑
fix: Implemented "jelly eyes" to make jellypeople and stargazers use the
proper eyes sprite.
/🆑
## About The Pull Request
Fixes#72159
Before this proc used to early return when the limb was husked
The leg refactor changed it to no longer early return and as a result it
overrided the generated husk icon with a normal limb icon
So I just wrapped even more of the proc in `!is_husked`, since like most
of it is not supposed to run
Screenshot tests husks too
## Why It's Good For The Game
Husks are good(?)
## Changelog
🆑 Melbert
fix: Husked bodies look husked again
/🆑
## About The Pull Request
I noticed something pretty terrible when playing around with some humans
locally.
As it turns out, limbs did not preserve their biological state when
amputated - This meant that a skeleton limb on a normal human, still
behaved as if it had a bunch of flesh and veins on it.
I didn't like that, and it seems like an oversight, so I decoupled the
biological state from the species and made it limb based.
What does this mean?
Skeleton limbs on a human will not bleed, but will still break (and be
more prone to breaking)
Human limbs on a skeleton will not bleed, however they will get cuts and
pierces that will not clot and need to be treated to go away - These
limbs will have the same requirements for dismemberment on a skeleton as
they have on a human.
## Why It's Good For The Game
This makes limbs behave according to how they look instead of causing
mild confusion.
## Changelog
🆑 Big chungus wholesome 100
fix: Amputated and reattached limbs now get wounded based on their own
biology, not the current owner's biology.
/🆑
## About The Pull Request
replaces chaos holopara with the gaseous holopara (if someone has a
better name suggest it)
instead of the fire and hallucinations, it can now expel gas from
itself, flooding an area with one of the following:
o2, n2, n2o, co2, h2o, bz or plasma
its punches cause sparks and it regulates the user's temperature and
extinguishes them
https://streamable.com/leukv5
## Why It's Good For The Game
chaos holopara is very underwhelming, the hallucinations arent really
that good and ss13 fires arent either, also there was no real theme tied
around it, what do hallucinations and fire have in common?
this may be more fun and it plays more with the sandbox, lets see!
## Changelog
🆑 fikou
del: chaos holoparasite
add: gaseous holoparasite, it can expel various gases from its body and
stabilizes the users temperature
/🆑
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
This was broken completely by a certain scaly coder
Now it works again! Previously the hair was the inverted color of the
body, but it should've been the same and only have the front layer be
inverted
Also makes it possible to render layers with different colors
🆑
fix: Podperson hair isnt fugly anymore
code: External organs now support different colors for different layers
/🆑
## About The Pull Request
Curse of hunger did some funky stuff by checking for
`slot_equipment_priority` (which ONLY BUCKETS use) and registering
certain signals based on that
The signals they were using instead didn't pass the unequipper, so the
curse never got removed on unequip.
Replaced them with just equip and drop, as equipped and dropped work
just fine for it.
Unit tests this.
## Why It's Good For The Game
Infinite curse of clumsy and pacifism is kinda bad
## Changelog
🆑 Melbert
fix: Dufflebag Curse no longer lasts forever after the bag is destroyed.
fix: Dufflebag Cursing someone already afflicted properly doesn't try to
add the curse again
/🆑
## About The Pull Request
The previous method for masking legs properly involved quite heavy icon
manipulation and I didn't like it.
To fix this, I simply made two bodypart layers get used for rendering
legs, a low layer (for the leg that should be hidden behind the other in
a given dir) and the normal bodypart layer.
This still involves icon manipulation, as the unnecessary dirs need to
be cropped properly for the low layer and normal layer, but this should
be a considerably simpler and more reliable system.
Additionally, this fixes the issue of husks not having their legs masked
for whatever reason.
## Why It's Good For The Game
Legs still overlap properly, but the code no longer gives me migraines.


## Changelog
Not player facing, unless something went wrong and i failed to notice.
## About The Pull Request
- Refactors bar drink icons.
- Juice boxes no longer have a hard-coded list of a bunch of reagent
types in their update state, and use a system similar to bar drinks.
- Glass and shot glass icon information are no longer stored on the
drink. Instead, they are now stored in glass style datums. These datums
store name, description, icon, and icon state of a certain container +
reagent type.
- Glass styles are applied via the `takes_reagent_appearance` component.
Glasses, shot glasses, and juice boxes have this component.
- This comes with support for being able to have drink icons from
different files, rather than requiring the drinks DMI.
- The britmug is now a subtype of mug.
- 1 new icon: britmug filled.
- Various small code clean-up around drink reagents.
- Unit tests icon state setups for glass styles as well as all `/drink`
reagent container subtypes.
- Splits up the massive `drinks.dmi` into separate files.
*Disclaimer: Much of the drinking glass datums were written via script
automatically, so there may be errors present.*
## Why It's Good For The Game
- Much easier to add new drink styles, much more modular.
- It is no longer necessary for new drinks to be added to the massive
`drinks.dmi`. People working with drinks in the future can simply add
their glass style datum and point it to their file wherever it may be.
- Expandable system. Adding a new type of reagent container that works
similarly to bar drinks but for different types of icons is a breeze.
- Ensures going forward no bar drinks have invisible sprites.
## Changelog
🆑 Melbert
refactor: Refactored how bar drinks set their icons. Juice boxes now use
the same system.
/🆑