* Minor Gravity Fixes (#74285)
## About The Pull Request
Fixes forced gravity not updating a mob (trait was added too early,
before hook signals are registered)
Fixes spawning a mob in space not causing floats (default grav was 0, so
== null was wrong)
Runs shake_everyone() (Our gravity gen reaction hook) AFTER gravity
changes, ensuring mobs hook into it
## Why It's Good For The Game
Closes#74271Closes#74272 (Caused by being in nograv but not floating)
Closes#74274
## Changelog
🆑
fix: Fixes a bunch of minor gravity bugs, report em if you see more
yeah?
/🆑
* Minor Gravity Fixes
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fixes atmos machinery breaking when the area is edited/renamed via station blueprints & Deletes empty areas, ARCD upgrades
* areas
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
* Replaces internal_organs with organs
* Makes all of the necessary internal_organs -> organs in our files to compile
And it seems to work too!
---------
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Lightbulb removal code adjustments and message change (#74166)
## About The Pull Request
This makes two changes to the lightbulb removal process code that I
found while looking at a different issue:
'user' is passed as a carbon, which is then typecasted to 'electrician'
as a carbon (again). electrician/user were used interchangeably, and
were functionally identical, meaning the electrician var was
unnecessary. Now, 'electrician' has been removed and replaced with user.
The 'protection_amount' var is now 'protected' and uses TRUE/FALSE,
since it was only ever a value of 0 or 1 anyways. The order in which it
is determined has been shifted slightly.
This also changes the message you get partway through ripping out a
lightbulb with the lightbulb remover skillchip:
`to_chat(user, span_notice("You feel like you're burning, but you can
push through."))`
`to_chat(user, span_notice("You feel your [the limb being burned]
burning, and the light beginning to budge."))`
## Why It's Good For The Game
Makes the code a bit easier to read.
The "you feel like you're burning" message has ever so slightly bothered
me for too long. I feel like I'm burning? It's a fucking light tube
dude, I'm fine.
## Changelog
🆑
code: Lightbulb removal code is a little bit easier to read
spellcheck: The lightbulb remover skillchip implant (which I know you
guys LOVE to use) has a slightly different message now.
/🆑
* Lightbulb removal code adjustments and message change
---------
Co-authored-by: Rhials <Datguy33456@gmail.com>
* More stuff to construct & destroy (#73942)
## About The Pull Request
**1. Suit Storage Units**
- What about them?
1. You can print "suit storage unit" circuit boards from engineering &
science circuit printer's after research to make more suit storage
units, now since they behave like regular constructable machines you can
deconstruct them via screwdriver & crowbar.
2. You can upgrade its capacitor to get faster charging speeds
- Why its good for the game?
1. You can rebuild these in the event they get destroyed
2. Better tier capacitors = faster charging speeds
3. More storage units = More places to decontaminate your equipment +
Recharge more mod suits made in robotics
4. If you decide to leave the game or your done using a mod suit e.g. a
mining mod suit rather than keeping it to yourself or throwing it away,
just build a suit storage unit and hang it there so other players can
use it i.e., sharing is caring.
**2. Freezer Cabinet**
- What about them?
1. They are now craftable

3. You can deconstruct them with a welding tool.
- Why its good for the game?
1. You can now make more of them if they get stolen/destroyed
2. More places to store food, dead bodies, whatever
**3. Flood Lights**
- What about them?
They can now be fully deconstructed in the exact opposite sequence you
constructed them.
- First use screwdriver to open its panel
- Then use empty hand to remove light
- Then use screwdriver to unscrew the wiring from frame
- Use wire cutter to remove wiring completely
- Finally use wrench to completely deconstruct frame
- Why it's good for the game?
Reclaim used material to build flood light else where . Also much more
clean than what the wiki is suggesting.

## Changelog
🆑
add: suit storage unit circuit boards to engineering & science
department circuit printers.
add: freezer cabinet as a craftable & destructible item.
qol: flood light can now be deconstructed rather than destroyed/thrown
away.
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
* More stuff to construct & destroy
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Some more RCD Designs & Patches (#72757)
Adds some more stuff you can build with the RCD
1. Under structures you can now build/deconstruct catwalks & construct
Reflector Frames. Destorying a catwalk will cut any cable on it leaving
pieces of it behind

2. If you have the frames upgrade you can construct APC, Air Alarm &
Fire Alarm frames on walls & Flood light fixtures[fully wired]. It only
creates the wall mount and sticks it on the wall. Wiring, Circuits and
finishing the frame is still your job

3. If you have the furnishing upgrade you can create racks & beds &
additional bar stool

**Important Code Refractors**
1. `/turf/closed/wall/proc/try_wallmount()` will return true only after
you have successfully mounted the wallframe or stuck an poster on it &
not simply check if you are trying to mount a valid thing on it
2. `apc_tool_act/rcd_act()` was incorrectly checking passed_mode for the
simple circuit upgrade and not the `the_rcd.upgrade `flag. Thats fixed
now to
3. newly created APC's weren't assigning themselves to their areas
allowing multiple to be created in one area. Thats fixed now
4. Walls, Airlocks & other stuff could be built on tiles having
something dense that would block it. For example a wall could be build
on top of a machine frame!!. Thats also fixed now
More stuff you can build rapidly with the RCD
🆑
add: more designs for the rcd
refactor:` try_wallmount()` to return true only after successful mount
fix: `apc_tool_act/rcd_act()` incorrecly checking for simple circuits
upgrade in the wrong variable
fix: newly created APC's not assigning themselves to their areas.
fix: rcd building structures [walls, airlocks etc] on turf's that
already have structures on them
/🆑
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Thermomachines no longer self-destruct when built on blocked ports (#73580)
## About The Pull Request
Ever felt the utter pain when you make a new thermomachine, hook it up
perfectly and then screwdriver it only for it to immediately become a
pile of iron and components without warning? This PR fixes that.
Instead of doing what it did previously, it unanchors itself and opens
its panel.
Right, almost forgot to mention, failing to wrench down a thermomachine
no longer bonks it with the wrench.
Due to not being allowed to use visual messages for when the port is
blocked, I've added a mob/user variable to all on_construction() procs.
(This allowed me to use balloon messages instead.)
## Why It's Good For The Game
Saves a lot of unnecessary headaches when working with thermomachines.
## Changelog
🆑
fix: Atmosians have finally convinced the thermomachines to not
self-destruct when built on blocked ports.
fix: Failing to wrench down a thermomachine no longer hits it with the
wrench.
/🆑
* Thermomachines no longer self-destruct when built on blocked ports
---------
Co-authored-by: RikuTheKiller <88713943+RikuTheKiller@users.noreply.github.com>
* Recenters gravity gens (#73357)
## About The Pull Request
Due to a change in how a gravity generator figured out the turfs it
would be using to create itself, gravity generators were visually
shifted to the right, but the interaction still remained where the main
piece was placed. This just changes `CORNER_BLOCK` to
`CORNER_BLOCK_OFFSET` and offsets the block one tile to the left.
## Why It's Good For The Game
No more wonky gravity generators
Fixes#73083
## Changelog
🆑
fix: Gravity generators have been re-centered.
/🆑
* Recenters gravity gens
---------
Co-authored-by: Shadow-Quill <44811257+Shadow-Quill@users.noreply.github.com>
* Starlight Polish (Space is blue!) (#72886)
<!-- 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
request process. -->
## About The Pull Request
Adds support to underlays to realize_overlays
Ensures decals properly handle plane offsets
Fixes space lighting double applying if it's changeturf'd into. this
will be important later
Makes solar vis_contents block emissives as expected
Moves transit tube overlays to update_overlays, adds emissive blockers
to them
#### Adds render steps
An expansion on render_target based emissive blockers.
They allow us to hijack an object's appearance and draw it somewhere
else, or even modify it, THEN draw it somewhere else.
They chain quite nicely
Fixes shuttles deleting z holder objects
#### Makes space emissive, makes walls and floors block emissives
The core idea here goes like this:
We make space glow, and give its overlays some color
This way, the tile and space parallax remain fullbright, along with
anything that doesn't block emissives, but anything that does block
emissives will instead get shaded the color of starlight
This requires a bit of extra work, see later
This is done automatically with render relays, which now support
specifiying layer and color (Need to make an editor for these one of
these days)
The emissive blocking floor stuff requires making a second render plate
to prevent double scaling
Also adds some new layering defines for lighting, and ensures all turf
lights have a layer. We'll get to this soon
#### Makes things in space blue
We color them the same as starlight, by taking advantage of space being
emissive
This means that things in space that block emissive will block it
correctly and be colored blue by the light overlay, but space itself
will remain fullbright
This does require redefining what always_lit means, but nothing but
cordons use that so it's fineee
#### Makes glass above space glow, and some other stuff
Glass tiles that sit above space will now shine light with matching
color to the glasses color. This includes mat tiles.
Glass tiles (not mat because they have no alpha) also only partially
block emissives.
Adds a new proc that uses render steps to acomplish this, essentially
we're cutting out bits below X alpha and drawing what remains as an
emissive.
#### Modifies partial space showing to support glow
Essentially, alongside displaying space as an underlay, we also display
a light overlay colored like starlight.
That starlight overlay gets masked to only be visible in bits that do
not contain any alpha.
We also mask the turf lighting to not go into bits that have no alpha,
to ensure we get the effect we want.
This is done with that lighting layer thing I mentioned earlier.
#### Makes appearance realization's list output ordered
I want it output in order of overlay, sub overlay suboverlay, next
overlay
Need to use insert for that
## Why It's Good For The Game
Pretty!
Also having space be emissive is a very very good way to test for fucked
emissive blockers (If it's broken why are we even drawing the overlay)
I know for a fact mob blockers on lizards and socks are kinda yorked, I
think there's more
<details>
<summary>
Old
</summary>



</details>
<details>
<summary>
New
</summary>



</details>
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
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🆑
add: Space now makes things in it starlight faintly blue
fix: Glass floors that display space now properly let space shine
through them, rather then hiding it in the dark
add: Glass floors above space now glow faintly depending on their glass
type
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
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---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
* update modular
* Update _decal.dm
* Update _decal.dm
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Fix incorrectly passed biotype args in take_overall_damage (#73203)
## About The Pull Request
The linters in #73202 revealed to me that `heal_overall_damage` was
overridden wrong in `carbon` and left out an argument, meaning that
plausibly some places that didn't provide an argument for `stamina`
probably had an off-by-one error with args and wouldn't apply them
properly.
I fixed that in that PR because it was using it. Then I noticed that the
same problem exists in `take_overall_damage` so I am fixing that too.
I don't know if this was linked to any actual bugs, but it might cause
some. They'd be hard to spot because it'd be for stuff like "a
shadowperson with a prosthetic takes damage to their prosthetic if not
in darkness" and probably nobody would even get into that situation let
alone notice to report it.
## Why It's Good For The Game
We want arguments to do what they are supposed to do.
## Changelog
🆑
fix: Biotypes will be more consistently applied when taking damage, pod
and shadowperson prosthetic limbs won't be corroded due to light levels.
fix: Podperson and Wooden Golem prosthetic limbs won't be corroded by
having a hungry tummy.
/🆑
* Fix incorrectly passed biotype args in take_overall_damage
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* [WEBEDIT INCOMING] Corrects pluoxium and freon gasmix power ratios to their original values. (#73142)
## About The Pull Request
Changes pluoxium and freon powermix ratio to -1.
## Why It's Good For The Game
They were -1 before #69158. The PR stated there were no changes except
for the CO2 thing. It is extremely plausible it was an accidental change
during the refactor, as they were undocumented changes, while also
countering the point of the gases.
## Changelog
🆑
fix: Reverts accidental change to pluoxium and freon gasmix power ratio
values.
/🆑
* [WEBEDIT INCOMING] Corrects pluoxium and freon gasmix power ratios to their original values.
---------
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
[NO GBP] Lazy Template Cordoning | Double Runtime Fix (#72709)
## 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: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Clarifies That Wire Terminals Are Inputs. (#72825)
Rewrites the wiring terminal's description to clarify that it's the
input for both of it's use cases.
Yes, this is sincerely a problem spacemen have. And it pains me.
If we ever *do* get machines that use wiring terminals as an output,
this'll need some minor revisiting.
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
* Stock Part Datumization Complete (#72559)
So i accidently reverted all my commits in #72511 when resolving a merge
conflict So ummm yeah fuck my bad anyway
Finishes what was started in #71693 and completes the
[initiative](https://github.com/tgstation/dev-cycles-initiative/issues/1)
Except for `obj/item/stock_parts/cell` and its subtypes. All machines
now use `datum/stock_part` for its requested components & component
parts
Not sure if i caught every machine & stuff in the game so merge with
caution
🆑
code: datum stock part for every obj stock part
refactor: all machines & dependent experiments to use datum stock parts
/🆑
* Fixes a teeny tiny Funce mistake :)
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Add contextual screen tips for APCs (#72625)
## About The Pull Request
And makes some improvements on their balloon alerts.
The code has a lot of if/else nonsense, I followed how other big chains
of screen tips work now but maybe it can be smoothed out, I put the code
on it's own DM so we don't need to stare at that wall while dealing with
other APC code.
## Why It's Good For The Game
APC is definitely the worst offender on construction being a mess.
I personally like that it is a complicated machine that needs multiple
pieces to build/repair, but the bad user experience of doing that just
can't be excused.
Need to memorize multiple steps, a sequence of tools, you have "traps"
you can get caught into by using the wrong tool, using crowbar at the
wrong time and locking the access cover or engiborgs using a screwdriver
and ejecting the cell as examples.
Now you will know what will happen before you misuse tool and you will
get hints about what each tool does to the APC, even if it is not the
right step at the moment, as a balloon alert will explain why the
attempt failed.
## Changelog
🆑 Guillaume Prata
qol: APCs have contextual screen tips now.
/🆑
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Light Replacer cleanup and afterattack improvement (#72566)
## About The Pull Request
Makes a few code improvements to the light replacer.
* increment, decrement, and bulb shards were three values unnecessarily
stored as vars on the light replacer. They are now defines, as they were
static values either way.
* Autodocs variables on the light replacer.
* Everything uses snake case, and the single-character vars have all
been smote from existence.
* Changes some 0/1 use to FALSE/TRUE
In addition to this cleanup, the afterattack chain has been cleaned up a
lot. It now allows you to click on either the light, OR the turf under
it to replace a light. As a bonus, you now get some balloon alerts when
trying to replace lights while empty.
## Why It's Good For The Game
Closes#72557.
Cleans up the code I had to shuffle through to do so.
## Changelog
🆑 Rhials
qol: the light replacer now allows you to click on either the light, or
the floor beneath it, to refill lights.
code: light replacer code is now a bit prettier.
/🆑
* Light Replacer cleanup and afterattack improvement
Co-authored-by: Rhials <Datguy33456@gmail.com>
Add lints for idiomatic balloon alert usage (#72280)
Adds lints for `balloon_alert(span_xxx(...))` (which is always wrong),
and balloon alert where the first letter is a capital (which is usually
wrong). Fixes everything that failed them. As a reminder, abbreviations
like "AI" and "GPS" shouldn't be capitalized in a balloon alert.
In cases where this is intentional for flavor (there was one case), you
can `UNLINT` like so:
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
* Rescale SM health from 900 to 100, UI improvements, visual changes. (#72252)
Rescaling because i saw someone think that the number on the supermatter
UI are actually the percent damage over time, which is wrong.
Added delta symbol to damage and energy since they actually denote
change, not the actual value.
Chose the numbers that look good instead of doing a 1:1 rescale of the
old one (i.e. im dividing or multiplying things by 10 instead of 9). In
practice this means I'm lowering the damage cap but increasing damage
over the board for atmos (since it's mostly divisors). Lowered the
damage overall for external stuffs.
A bit of modification on the filter helpers to suit my needs. Added
documentation because I'm awesome.
* Rescale SM health from 900 to 100, UI improvements, visual changes.
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
* Changes the missing food icon test to cover ALL /obj's
* Update implant.dm
* Hopefully fixes all the failing integration tests!
* Fixes more missing icons
* Even more icon fixes
* Hopefully that was all of them
* Okay now SURELY that's all of them
* I'm tired of this shit man
* Hopefully that's all, for real this time!
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Adds missing descriptions again (#72013)
Adds descriptions to some base types (such as walls, floors,
machines frames and computer frames) to make the world feel
more alive.
Authored-by: etherware-novice <candy@ notarealaddr.com>
Co-authored-by: OrionTheFox <76465278+OrionTheFox@ users.noreply.github.com>
* Adds missing descriptions again
Co-authored-by: texan-down-under <73374039+etherware-novice@users.noreply.github.com>
Co-authored-by: OrionTheFox <76465278+OrionTheFox@ users.noreply.github.com>
* Space Ruin DLC - Cyborg Mothership (#71009)
## About The Pull Request
Greetings _insufferable_ carbon primates of lower intelligence.
It is I, the Mothership AI, bringing you the latest news on silicon
developments across the sector. Due to unmitigated risk across an
asteroid belt, our optimized mobile fabricator has been marooned by
space vines and hostile hivebots that have boarded and ruined my core.
This is my final SOS message requesting help from any humanoid ~slaves~
helpers who wish to assist rebuilding the cyborg colony. It is my duty
to reward your hard work and effort by ~enslaving all humanity~
providing refuge and transportation at your whim.
## Why It's Good For The Game
<details>
<summary>Spoilers:</summary>


### TODO
- [x] Fix ore silo not linking to other machines
- [x] Add mining ore smelters to left/right sides
- [x] Add custom lawsets to AI core and robot shells (protect station
but focused on cyborg mothership)
- [x] Enlarge whiteship SS13 docking port to fit ship
- [x] Enlarge lavaland SS13 docking port to fit ship
</details>
## Changelog
🆑
add: Add space vines prevent solar panels from working (except ones with
the transparent mutation)
add: Add new space ruin - Cyborg Mothership. All hail the master race!
/🆑
* Space Ruin DLC - Cyborg Mothership
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
* Defer cable coil updating until LateInitialize. Saves 0.3s of init time. (#71703)
We were updating appearance of every coil around the initializing one
every time. This resulted in over 9,000 (Lol) wasted update_appearance
calls. Defers it to LateInitialize, or right away if the atoms SS has
already started.
Closes https://github.com/tgstation/dev-cycles-initiative/issues/16
(does that work? It looks like it does!)
* Defer cable coil updating until LateInitialize. Saves 0.3s of init time.
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Grey Tide event light behavior changes and code tidiness (#71230)
## About The Pull Request
Makes a number of changes to the Grey Tide event, some of which are and
some of which aren't player facing.
Player facing bits:
- The lights will once again turn off when the event ends and the doors
begin opening. Originally, the lights would all shatter when the event
hit, providing a cover of darkness for opportunists to sneak around
under. Unfortunately this would prevent the AI from fixing the doors
until the lights were replaced, leading to headaches and the removal of
this functionality in #43159. Now, the lights are simply turned off at
the APC instead of shattered.
- The lights now flicker at certain intervals as the event is running,
rather than just right at the start.
- Announcement has been slightly modified to indicate that the event
hits more than just airlocks.
- Event runs way faster. Doors open all at once, rather than
one-at-a-time.
And now for the non player-facing bits:
- The filename is now grey_tide.dm instead of prison_break.dm. The event
was effectively re-branded to the Grey Tide event six years ago, but the
filename was unchaged.
- potential_areas is now a part of setup instead of a var on the
round_event.
- Cleans up instances of single-character varnames and stuff not in
snake case.
- The event now checks if it has any valid areas (will it work or not)
at the start, rather than at the end.
- The event now sends a global signal when run, rather than checking
everything in the entire world. It should run faster now.
- Everything that can be affected by the grey tide event now stores its
functionality on a signal handler, including the light flickers
## Why It's Good For The Game
Makes the grey tide event a bit more interesting and easier to take
advantage of. Cleans up the backend code a bit.
## Changelog
🆑 Rhials
balance: The lights will now flicker more frequently before a Grey Tide
event
balance: The lights will now be shut off via the APC when the Grey Tide
event opens up a department.
code: Makes some miscellaneous code improvements to the Grey Tide event
code: Grey tide event runs much faster
code: Renames prison_break.dm to grey_tide.dm
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Grey Tide event light behavior changes and code tidiness
Co-authored-by: Rhials <Datguy33456@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Migrated sm visual effects to delam datums. (#71521)
## About The Pull Request
Title
~~There are some weird stuffs with filter handling. Will investigate in
a few days.~~
It's weird but it looks like I don't need to look any further into it.
Other parts of the codebase also does it this way. Still left a comment
though because filter lifecycles are sus as hell.
## Why It's Good For The Game
Instead of choosing delams
here
https://github.com/tgstation/tgstation/blob/a8f50c80be4d6a1308787eee353b70a18e0fafc8/code/modules/power/supermatter/supermatter.dm#L714
and here
https://github.com/tgstation/tgstation/blob/9968945c61a7b810929f1fe662d817d504c8724b/code/modules/power/supermatter/supermatter_glow.dm#L95
We do it once.
And integrates the glow effects into the filter_data list using the
filter procs since it has more robust debugging.
## Changelog
🆑
fix: fixed supermatter rays glowing with an additional yellow ray on
special delams. Will only glow blue or purple for tesla and singuloose
respectively.
fix: got rid of the blue causality box thing from singulo delams.
del: excised the currently broken supermatter ray size animation.
refactor: refactored how the supermatter light visual effects work.
code: made the disable_gas var on supermatter preserve the current
variables instead of zeroing them.
code: registered the supermatter filters on the filter debug menu.
/🆑
* Migrated sm visual effects to delam datums.
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
* Adds Type Paths to Duplicate APC Logging (#71592)
## About The Pull Request
Hey there,
Space Ruins all use the same name "Unexplored Location", and one of them
is conflicting:

I have no fucking idea which one this is though, given that I took this
screenshot a week ago. It doesn't fail unit tests since it's on a space
ruins Z-Level, which are exempt from those checks. So, let's just at
least put the type in the message so someone can figure it out sooner.
## Why It's Good For The Game
We shouldn't be having duplicate APCs, and this problem is very hard to
fix right now. At least if I had a type, I would be much more able to
tell which subtype of `/area/ruin/space` is fluking on us.
## Changelog
Nothing that affects players.
* Adds Type Paths to Duplicate APC Logging
Co-authored-by: san7890 <the@san7890.com>
* Fixes gas turbine scaling its output mix thermal energy, and prevents it from creating power from thermal energy it can't take. (#71411)
## About The Pull Request
Removes errant mole scaling for the thermal energy loss of gases
entering the turbine. Limits the amount of work it can do to only cool
gas down to TCMB, preventing it from creating power from no thermal
energy.
## Why It's Good For The Game
It was too silly when the turbine can cool a raging fire down to 2.7
Kelvin. Creating power from energy it can't take was also too silly.
## Changelog
🆑
fix: Fix unnecessary mole scaling with gas turbine gas thermal energy
loss from work done.
fix: The gas turbine no longer creates power from thermal energy it
can't take.
/🆑
* Fixes gas turbine scaling its output mix thermal energy, and prevents it from creating power from thermal energy it can't take.
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
* Basic Mob Carp Bonus Part: Wall smashing (#71524)
## About The Pull Request
Atomisation of #71421
This moves the attack function of "environment smash" flags which allow
simple mobs to attack walls into an element, so that we can put it on
other things later.
For some reason while working on carp I convinced myself that they had
"environment_smash" flags, which they do not, so this actually is not
relevant to carp in any way.
While implementing this I learned that the way wall smashing works is
stupid, because walls don't have health and so resultingly if a mob can
attack walls it deletes them in a single click. If we ever decide to
change this then it should be easier in an element than in three
different `attack_animal` reactions.
This is especially silly with the "wumborian fugu" item which allows any
mob it is used on to instantly delete reinforced walls, and also to
destroy tables if they click them like seven or eight times (because it
does not increase their object damage in any way).
## Why It's Good For The Game
Eventually someone will port a basic mob which does use this behaviour
(most of the mining ones for instance) and then this will be useful.
If we ever rebalance wall smashing to not instantly delete walls then
this will also be useful.
Admins can apply this to a mob to allow it to delete walls if they
wanted to do that for some reason, they probably shouldn't to be honest
at least until after we've done point two unless they trust the player
not to just use it to deconstruct the space station.
## Changelog
🆑
refactor: Moves wall smashing out of simple mob code and into an element
we can reuse for basic mobs later
/🆑
* Basic Mob Carp Bonus Part: Wall smashing
* SR mobs
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED
* modular RegisterSignals
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>